Appearance
Code and Blueprint scheme
Current UIForge implementation · 2026-10-27 · Unreal Engine 5.8.3. Compact source declarations plus a live Unreal reflection/asset export. The current product examples are under /Game/ForgeExamples. Historical prototypes and QA helpers are retained and listed, not presented as additional shipping features. See the current product gallery and status for runtime evidence.
1405 authored files · 3727 code declarations/definitions · 116 reflected types · 95 Blueprints · 117 graphs · 2014 nodes · 1150 Designer objects.
Folder and file map
Every authored file below is retained in the current workspace. Engine-generated build outputs, dependency installations, recovery archives and historical evidence are separated from product source; their exact filenames are included in the downloadable complete index. Repeated implementation entries are declarations/definitions of the same symbol, not additional runtime instances.
Complete searchable JSON index
text
C:/UEProjects/ashenforge-plugins/UIForge/Project/
.gitignore — project support file
AGENTS.md — documentation
Config/
DefaultEngine.ini — configuration
DefaultGame.ini — configuration
DefaultInput.ini — configuration
Localization/
ForgeExamples_Compile.ini — configuration
ForgeExamples_Gather.ini — configuration
Content/
Art/
M_EmberSigil.uasset — Unreal asset
M_OutpostPalette.uasset — Unreal asset
ForgeArt/
MassForge/
DarkCastle/
Architecture/
SM_MF_Blade01.uasset — Unreal asset
SM_MF_CastleBanner01.uasset — Unreal asset
SM_MF_CastleBondedDoorway400.uasset — Unreal asset
SM_MF_CastleBondedDoorway600.uasset — Unreal asset
SM_MF_CastleBrazier01.uasset — Unreal asset
SM_MF_CastleNaveRib01.uasset — Unreal asset
SM_MF_CastlePointedArch01.uasset — Unreal asset
SM_MF_FloorSlab01.uasset — Unreal asset
SM_MF_ObjectiveCore01.uasset — Unreal asset
SM_MF_PathSection01.uasset — Unreal asset
SM_MF_Pillar01.uasset — Unreal asset
SM_MF_RockCluster01.uasset — Unreal asset
SM_MF_RubbleCluster01.uasset — Unreal asset
SM_MF_Staff01.uasset — Unreal asset
SM_MF_StairsRamp01.uasset — Unreal asset
SM_MF_TowerBase01.uasset — Unreal asset
SM_MF_TowerCannon01.uasset — Unreal asset
SM_MF_TowerMortar01.uasset — Unreal asset
SM_MF_TowerSlowEmitter01.uasset — Unreal asset
SM_MF_WallCorner01.uasset — Unreal asset
SM_MF_WallStraight01.uasset — Unreal asset
Characters/
MF_Infantry01/
CombatMotion_v003/
Skeletal/
SK_MF_Infantry01_RepairedBasis.uasset — Unreal asset
Materials/
M_MF_Infantry01_Skeletal.uasset — Unreal asset
Skeletal/
SK_MF_Infantry01.uasset — Unreal asset
SK_MF_Infantry01_PhysicsAsset.uasset — Unreal asset
SK_MF_Infantry01_Skeleton.uasset — Unreal asset
SwordSweep_v001/
Animations/
A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_cast.uasset — Unreal asset
A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_death.uasset — Unreal asset
A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_hit_reaction.uasset — Unreal asset
A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_idle.uasset — Unreal asset
A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_melee_attack.uasset — Unreal asset
A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_run.uasset — Unreal asset
A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_walk.uasset — Unreal asset
Textures/
T_MF_Infantry01_Game_BaseColor.uasset — Unreal asset
T_MF_Infantry01_Game_MetallicRoughness.uasset — Unreal asset
T_MF_Infantry01_Game_Normal.uasset — Unreal asset
Equipment/
StateMaterials/
M_MF_CastleEquipped_Blade01_0.uasset — Unreal asset
M_MF_CastleEquipped_Blade01_1.uasset — Unreal asset
M_MF_CastleEquipped_Blade01_2.uasset — Unreal asset
M_MF_CastleEquipped_Staff01_0.uasset — Unreal asset
M_MF_CastleEquipped_Staff01_1.uasset — Unreal asset
M_MF_CastleEquipped_Staff01_2.uasset — Unreal asset
M_MF_CastleEquipped_Staff01_3.uasset — Unreal asset
M_MF_CastleEquipped_Staff01_4.uasset — Unreal asset
Materials/
MI_MF_CastleBanner_Oxblood.uasset — Unreal asset
MI_MF_CastleBanner_StitchedGold.uasset — Unreal asset
M_MF_CastleBannerWool.uasset — Unreal asset
M_MF_Castle_Bronze.uasset — Unreal asset
M_MF_Castle_Energy.uasset — Unreal asset
M_MF_Castle_FactionPaint.uasset — Unreal asset
M_MF_Castle_Mortar.uasset — Unreal asset
M_MF_Castle_Steel.uasset — Unreal asset
M_MF_Castle_Stone.uasset — Unreal asset
Textures/
T_MF_Castle_Bronze_BaseColor.uasset — Unreal asset
T_MF_Castle_Bronze_MetallicRoughness.uasset — Unreal asset
T_MF_Castle_Bronze_Normal.uasset — Unreal asset
T_MF_Castle_Energy_BaseColor.uasset — Unreal asset
T_MF_Castle_Energy_MetallicRoughness.uasset — Unreal asset
T_MF_Castle_Energy_Normal.uasset — Unreal asset
T_MF_Castle_FactionPaint_BaseColor.uasset — Unreal asset
T_MF_Castle_FactionPaint_MetallicRoughness.uasset — Unreal asset
T_MF_Castle_FactionPaint_Normal.uasset — Unreal asset
T_MF_Castle_Leather_BaseColor.uasset — Unreal asset
T_MF_Castle_Leather_MetallicRoughness.uasset — Unreal asset
T_MF_Castle_Leather_Normal.uasset — Unreal asset
T_MF_Castle_Mortar_BaseColor.uasset — Unreal asset
T_MF_Castle_Mortar_MetallicRoughness.uasset — Unreal asset
T_MF_Castle_Mortar_Normal.uasset — Unreal asset
T_MF_Castle_Steel_BaseColor.uasset — Unreal asset
T_MF_Castle_Steel_MetallicRoughness.uasset — Unreal asset
T_MF_Castle_Steel_Normal.uasset — Unreal asset
T_MF_Castle_Stone_BaseColor.uasset — Unreal asset
T_MF_Castle_Stone_MetallicRoughness.uasset — Unreal asset
T_MF_Castle_Stone_Normal.uasset — Unreal asset
T_MF_Castle_Wood_BaseColor.uasset — Unreal asset
T_MF_Castle_Wood_MetallicRoughness.uasset — Unreal asset
T_MF_Castle_Wood_Normal.uasset — Unreal asset
ForgeExamples/
Animation/
HumanMotion22/
ABP_IFDemoCharacter.uasset — Unreal asset
A_IF_cast.uasset — Unreal asset
A_IF_death.uasset — Unreal asset
A_IF_hit_reaction.uasset — Unreal asset
A_IF_idle.uasset — Unreal asset
A_IF_melee_attack.uasset — Unreal asset
A_IF_run.uasset — Unreal asset
A_IF_walk.uasset — Unreal asset
BS_IFLocomotion.uasset — Unreal asset
Environment/
SM_IFCourtyardTerrain.uasset — Unreal asset
T_IFCourtyardSoil.uasset — Unreal asset
T_IFCourtyardSoil_N.uasset — Unreal asset
Input/
Army/
IA_IF_Attack.uasset — Unreal asset
IA_IF_Formation.uasset — Unreal asset
IA_IF_Group1.uasset — Unreal asset
IA_IF_Group2.uasset — Unreal asset
IA_IF_Group3.uasset — Unreal asset
IA_IF_Group4.uasset — Unreal asset
IA_IF_Group5.uasset — Unreal asset
IA_IF_Group6.uasset — Unreal asset
IA_IF_Group7.uasset — Unreal asset
IA_IF_Group8.uasset — Unreal asset
IA_IF_Group9.uasset — Unreal asset
IA_IF_Hold.uasset — Unreal asset
IA_IF_MoveBack.uasset — Unreal asset
IA_IF_MoveForward.uasset — Unreal asset
IA_IF_MoveLeft.uasset — Unreal asset
IA_IF_MoveRight.uasset — Unreal asset
IA_IF_Pause.uasset — Unreal asset
IA_IF_SelectAll.uasset — Unreal asset
IA_IF_Stop.uasset — Unreal asset
IA_IF_Train.uasset — Unreal asset
IMC_IFArmy.uasset — Unreal asset
IA_IF_Ability1.uasset — Unreal asset
IA_IF_Ability2.uasset — Unreal asset
IA_IF_Ability3.uasset — Unreal asset
IA_IF_Ability4.uasset — Unreal asset
IA_IF_Ability5.uasset — Unreal asset
IA_IF_Ability6.uasset — Unreal asset
IA_IF_Attack.uasset — Unreal asset
IA_IF_Formation.uasset — Unreal asset
IA_IF_Group1.uasset — Unreal asset
IA_IF_Group2.uasset — Unreal asset
IA_IF_Group3.uasset — Unreal asset
IA_IF_Group4.uasset — Unreal asset
IA_IF_Group5.uasset — Unreal asset
IA_IF_Group6.uasset — Unreal asset
IA_IF_Group7.uasset — Unreal asset
IA_IF_Group8.uasset — Unreal asset
IA_IF_Group9.uasset — Unreal asset
IA_IF_Hold.uasset — Unreal asset
IA_IF_MoveBack.uasset — Unreal asset
IA_IF_MoveForward.uasset — Unreal asset
IA_IF_MoveLeft.uasset — Unreal asset
IA_IF_MoveRight.uasset — Unreal asset
IA_IF_Pause.uasset — Unreal asset
IA_IF_SelectAll.uasset — Unreal asset
IA_IF_Stop.uasset — Unreal asset
IA_IF_TargetNext.uasset — Unreal asset
IA_IF_Train.uasset — Unreal asset
IMC_IFArmy.uasset — Unreal asset
IMC_IFEncounter.uasset — Unreal asset
Licenses/
Cinzel-OFL.txt — project support file
Maps/
Emberfall.umap — example map
ForgeGateway.umap — example map
Ironfront.umap — example map
UI/
Art/
MI_IFEmberfallMap.uasset — Unreal asset
MI_IFIronfrontMap.uasset — Unreal asset
M_IFCourtyardGround.uasset — Unreal asset
M_IFMapPresentation.uasset — Unreal asset
T_IFAbilities.uasset — Unreal asset
T_IFCommands.uasset — Unreal asset
T_IFEmberfallMap.uasset — Unreal asset
T_IFIronfrontMap.uasset — Unreal asset
T_IFKnightPortrait.uasset — Unreal asset
DA_IFEmberTheme.uasset — Unreal asset
DA_IFIronTheme.uasset — Unreal asset
DA_IFMMOLayout.uasset — Unreal asset
DA_IFRTSLayout.uasset — Unreal asset
RPG/
Art/
FF_IFCinzel.uasset — Unreal asset
F_IFCinzel.uasset — Unreal asset
MI_IFRPGCartography.uasset — Unreal asset
T_IFButtonBevel.uasset — Unreal asset
T_IFCartography.uasset — Unreal asset
T_IFCombatPanel.uasset — Unreal asset
T_IFDivider.uasset — Unreal asset
T_IFHUDShade.uasset — Unreal asset
T_IFMenuVignette.uasset — Unreal asset
T_IFResourceFill.uasset — Unreal asset
T_IFResourceTrack.uasset — Unreal asset
T_IFSlotTrim.uasset — Unreal asset
T_IFWindowFrame.uasset — Unreal asset
BP_IFRPGCamera.uasset — Unreal asset
DA_IFEmberglass.uasset — Unreal asset
DA_IFMoonsteel.uasset — Unreal asset
DA_IFRPGLayout.uasset — Unreal asset
WBP_IFRPGAbility.uasset — Unreal asset
WBP_IFRPGAbilityBook.uasset — Unreal asset
WBP_IFRPGAbilityCopy.uasset — Unreal asset
WBP_IFRPGCast.uasset — Unreal asset
WBP_IFRPGHUD.uasset — Unreal asset
WBP_IFRPGJournal.uasset — Unreal asset
WBP_IFRPGLayout.uasset — Unreal asset
WBP_IFRPGLoad.uasset — Unreal asset
WBP_IFRPGMain.uasset — Unreal asset
WBP_IFRPGObjective.uasset — Unreal asset
WBP_IFRPGParty.uasset — Unreal asset
WBP_IFRPGPause.uasset — Unreal asset
WBP_IFRPGSettingRow.uasset — Unreal asset
WBP_IFRPGSettings.uasset — Unreal asset
WBP_IFRPGStory.uasset — Unreal asset
WBP_IFRPGTarget.uasset — Unreal asset
WBP_IFRPGVital.uasset — Unreal asset
Settings/
BP_IFDisplayPrefs.uasset — Unreal asset
BP_IFOpacityProvider.uasset — Unreal asset
DA_Setting_FrameRateLimit.uasset — Unreal asset
DA_Setting_GameVolume.uasset — Unreal asset
DA_Setting_InterfaceOpacity.uasset — Unreal asset
DA_Setting_ReducedMotion.uasset — Unreal asset
DA_Setting_ShadowQuality.uasset — Unreal asset
DA_Setting_TextScale.uasset — Unreal asset
DA_Setting_TooltipDelay.uasset — Unreal asset
DA_Setting_UIScale.uasset — Unreal asset
DA_Setting_UIVolume.uasset — Unreal asset
DA_Setting_VSync.uasset — Unreal asset
WBP_IFArmySettings.uasset — Unreal asset
WBP_IFSettingRow.uasset — Unreal asset
WBP_IFSettingRowCompact.uasset — Unreal asset
WBP_IFSettingsMenu.uasset — Unreal asset
WBP_IFAbilityButton.uasset — Unreal asset
WBP_IFAbilityEntry.uasset — Unreal asset
WBP_IFArmyRoster.uasset — Unreal asset
WBP_IFArmyTile.uasset — Unreal asset
WBP_IFBindingEntry.uasset — Unreal asset
WBP_IFControls.uasset — Unreal asset
WBP_IFDefeatPanel.uasset — Unreal asset
WBP_IFGateway.uasset — Unreal asset
WBP_IFGroupEntry.uasset — Unreal asset
WBP_IFJournal.uasset — Unreal asset
WBP_IFJournalEntry.uasset — Unreal asset
WBP_IFLoad.uasset — Unreal asset
WBP_IFMMOHUD.uasset — Unreal asset
WBP_IFMMOLayout.uasset — Unreal asset
WBP_IFMainMenu.uasset — Unreal asset
WBP_IFMenuButton.uasset — Unreal asset
WBP_IFOrderEntry.uasset — Unreal asset
WBP_IFPartyFrame.uasset — Unreal asset
WBP_IFPartyTargetEntry.uasset — Unreal asset
WBP_IFPause.uasset — Unreal asset
WBP_IFPlainReadout.uasset — Unreal asset
WBP_IFQuestJournal.uasset — Unreal asset
WBP_IFQuestStory.uasset — Unreal asset
WBP_IFRTSHUD.uasset — Unreal asset
WBP_IFRTSLayout.uasset — Unreal asset
WBP_IFRTSWorldLabel.uasset — Unreal asset
WBP_IFReadout.uasset — Unreal asset
WBP_IFResourceRow.uasset — Unreal asset
WBP_IFSettings.uasset — Unreal asset
WBP_IFStatChip.uasset — Unreal asset
WBP_IFTitle.uasset — Unreal asset
WBP_IFUnitFrame.uasset — Unreal asset
WBP_IFWorldLabel.uasset — Unreal asset
Input/
IA_PreviewInteract.uasset — Unreal asset
IMC_Preview.uasset — Unreal asset
Localization/
ForgeExamples/
ForgeExamples.locmeta — project support file
ForgeExamples.manifest — project support file
en/
ForgeExamples.archive — project support file
ForgeExamples.locres — project support file
ForgeExamples.po — project support file
tr/
ForgeExamples.archive — project support file
ForgeExamples.locres — project support file
ForgeExamples.po — project support file
Maps/
ForgeOutpost.umap — example map
ForgePilgrimage.umap — example map
ForgeWorkshop.umap — example map
UI/
Blueprint/
BP_ForgeWorldReadout.uasset — Unreal asset
BP_WatchpostSource.uasset — Unreal asset
WBP_AshenControls.uasset — Unreal asset
WBP_AshenMainMenu.uasset — Unreal asset
WBP_AshenPause.uasset — Unreal asset
WBP_AshenRTSHUD.uasset — Unreal asset
WBP_AshenSettings.uasset — Unreal asset
WBP_EmberAction.uasset — Unreal asset
WBP_EmberActionButton.uasset — Unreal asset
WBP_EmberRPGHUD.uasset — Unreal asset
WBP_EmberRoot.uasset — Unreal asset
WBP_FieldCard.uasset — Unreal asset
WBP_FieldCards.uasset — Unreal asset
WBP_FieldJournal.uasset — Unreal asset
WBP_ForgeActionButton.uasset — Unreal asset
WBP_ForgeAppliedPrompt.uasset — Unreal asset
WBP_ForgeConfirmation.uasset — Unreal asset
WBP_ForgeContextHint.uasset — Unreal asset
WBP_ForgeFlowRoot.uasset — Unreal asset
WBP_ForgeLoading.uasset — Unreal asset
WBP_ForgeNotification.uasset — Unreal asset
WBP_ForgeRoot.uasset — Unreal asset
WBP_ForgeTooltip.uasset — Unreal asset
WBP_ForgeWorldStatus.uasset — Unreal asset
WBP_HUDReadout.uasset — Unreal asset
WBP_JournalEntry.uasset — Unreal asset
WBP_OutpostCommand.uasset — Unreal asset
WBP_OutpostCommandButton.uasset — Unreal asset
WBP_ProductionReadout.uasset — Unreal asset
WBP_WatchpostEntry.uasset — Unreal asset
WBP_WatchpostSurvey.uasset — Unreal asset
DA_ForgeInterfaceAssets.uasset — Unreal asset
UIForgeTutorial/
BP_TutorialController.uasset — Unreal asset
BP_TutorialGameMode.uasset — Unreal asset
WBP_TutorialHUD.uasset — Unreal asset
WBP_TutorialMain.uasset — Unreal asset
WBP_TutorialPause.uasset — Unreal asset
Walkthrough.umap — example map
DistributionPolicy.json — project support file
Docs/
ARMY_AND_HUD_REWORK.md — documentation
ARMY_HUD_AUTHORING.md — documentation
ARTWORK_AND_DEPENDENCIES.md — documentation
AUDIT.md — documentation
BLUEPRINT_ANIMATIONS.md — documentation
BLUEPRINT_CONTROLS.md — documentation
BLUEPRINT_CUSTOMIZATION.md — documentation
BLUEPRINT_DIALOGS.md — documentation
BLUEPRINT_FIELD_CARDS.md — documentation
BLUEPRINT_INPUT_GLYPHS.md — documentation
BLUEPRINT_JOURNAL.md — documentation
BLUEPRINT_LOADING.md — documentation
BLUEPRINT_LOCALIZATION.md — documentation
BLUEPRINT_MASS_ADAPTER.md — documentation
BLUEPRINT_MENUS_HUD.md — documentation
BLUEPRINT_MENU_HIERARCHY.md — documentation
BLUEPRINT_MENU_NAVIGATION.md — documentation
BLUEPRINT_MENU_PRESENTATION.md — documentation
BLUEPRINT_NAVIGATION_HINTS.md — documentation
BLUEPRINT_NOTIFICATIONS.md — documentation
BLUEPRINT_PRODUCT_LAYOUTS.md — documentation
BLUEPRINT_PROGRESS.md — documentation
BLUEPRINT_QUICK_START.md — documentation
BLUEPRINT_READOUT_LAYOUTS.md — documentation
BLUEPRINT_RECIPES.md — documentation
BLUEPRINT_RPG.md — documentation
BLUEPRINT_RTS_COMMANDS.md — documentation
BLUEPRINT_SAFE_AREAS.md — documentation
BLUEPRINT_SCROLLING.md — documentation
BLUEPRINT_SETTINGS.md — documentation
BLUEPRINT_SETTINGS_COMPOSITION.md — documentation
BLUEPRINT_TOOLTIPS.md — documentation
BLUEPRINT_WORLD_NAVIGATION.md — documentation
BLUEPRINT_WORLD_UI.md — documentation
CENTER_TINT.md — documentation
COMBAT_ARTS_AUTHORING.md — documentation
COMPETITIVE_QUALITY.md — documentation
COOLDOWN_REFERENCE.md — documentation
CURRENT_PRODUCT_STATUS.md — documentation
ENGINE_COMPATIBILITY.md — documentation
ENTRY_LAYOUT_DECISIONS.md — documentation
EXAMPLE_CHARACTER_ANIMATION.md — documentation
EXAMPLE_PRESENTATION.md — documentation
EXAMPLE_PROJECT.md — documentation
FEATURE_MATRIX.md — documentation
GAME_INTEGRATION.md — documentation
HANDOFF.md — documentation
INSTALLATION.md — documentation
Images/
Animation22/
RPG-Cast.png — image
RPG-Combat.png — image
RPG-Menu.png — image
RTS-Menu.png — image
RTS-Move.png — image
RTS-Victory.png — image
Army583/
Emberfall-1280x720-enlarged.png — image
Emberfall-1280x720.png — image
Emberfall-1920x1080.png — image
Emberfall-2560x1080.png — image
Emberfall-confirmation.png — image
Emberfall-controls.png — image
Emberfall-journal.png — image
Emberfall-menu.png — image
Emberfall-pause.png — image
Emberfall-settings.png — image
Hub.png — image
Ironfront-1280x720-enlarged.png — image
Ironfront-1280x720.png — image
Ironfront-1920x1080.png — image
Ironfront-2560x1080.png — image
Ironfront-confirmation.png — image
Ironfront-controls.png — image
Ironfront-menu.png — image
Ironfront-pause.png — image
Ironfront-settings.png — image
Packaged-MMO-Combat.png — image
Packaged-MMO-ReturnedMenu.png — image
Packaged-RTS-Formation.png — image
Packaged-RTS-ReturnedMenu.png — image
Catalog/
CenterTint-0.png — image
CenterTint-100.png — image
CenterTint-25.png — image
CenterTint-50.png — image
CenterTint-75.png — image
Designer-BP_ForgeWorldReadout.png — image
Designer-BP_IFGenericController.png — image
Designer-BP_WatchpostSource.png — image
Designer-WBP_AshenControls.png — image
Designer-WBP_AshenMainMenu.png — image
Designer-WBP_AshenPause.png — image
Designer-WBP_AshenRTSHUD.png — image
Designer-WBP_AshenSettings.png — image
Designer-WBP_EmberAction.png — image
Designer-WBP_EmberActionButton.png — image
Designer-WBP_EmberRPGHUD.png — image
Designer-WBP_EmberRoot.png — image
Designer-WBP_FieldCard.png — image
Designer-WBP_FieldCards.png — image
Designer-WBP_FieldJournal.png — image
Designer-WBP_ForgeActionButton.png — image
Designer-WBP_ForgeAppliedPrompt.png — image
Designer-WBP_ForgeConfirmation.png — image
Designer-WBP_ForgeContextHint.png — image
Designer-WBP_ForgeFlowRoot.png — image
Designer-WBP_ForgeLoading.png — image
Designer-WBP_ForgeNotification.png — image
Designer-WBP_ForgeRoot.png — image
Designer-WBP_ForgeTooltip.png — image
Designer-WBP_ForgeWorldStatus.png — image
Designer-WBP_HUDReadout.png — image
Designer-WBP_JournalEntry.png — image
Designer-WBP_OutpostCommand.png — image
Designer-WBP_OutpostCommandButton.png — image
Designer-WBP_ProductionReadout.png — image
Designer-WBP_Watchpost.png — image
Designer-WBP_WatchpostEntry.png — image
Designer-WBP_WatchpostReadout.png — image
Designer-WBP_WatchpostSurvey.png — image
Graph-WBP_AshenSettings.png — image
Graph-WBP_EmberAction.png — image
Graph-WBP_ForgeFlowRoot.png — image
Graph-WBP_Watchpost.png — image
Graph-WBP_WatchpostEntry.png — image
Graph-WBP_WatchpostReadout.png — image
Graph-WBP_WatchpostSurvey.png — image
GraphDetail-WBP_AshenSettings.png — image
GraphDetail-WBP_EmberAction.png — image
GraphDetail-WBP_ForgeFlowRoot.png — image
GraphDetail-WBP_WatchpostEntry.png — image
GraphDetail-WBP_WatchpostSurvey.png — image
Native-ForgeControlsScreen.png — image
Native-ForgeFieldHUD.png — image
Native-ForgeMainScreen.png — image
Native-ForgeMenuScreen.png — image
Native-ForgePauseScreen.png — image
Native-ForgeSettingsScreen.png — image
Native-ForgeTintReview.png — image
Native-ForgeWorkshopWidget.png — image
Native-IFActionPrompt.png — image
Native-IFButton.png — image
Native-IFCenterTint.png — image
Native-IFDialog.png — image
Native-IFKeySelector.png — image
Native-IFLoadingScreen.png — image
Native-IFNotificationLayer.png — image
Native-IFProgressWidget.png — image
Native-IFScrollBox.png — image
Native-IFSurface.png — image
Native-IFText.png — image
Native-IFTooltipCard.png — image
Optional-Watchpost-Preview.png — image
Progress-Charges.png — image
Progress-Linear.png — image
Progress-Radial.png — image
Progress-Segmented.png — image
Progress-SquarePerimeter.png — image
RPG-HUD.png — image
RPG-Hearth.png — image
RPG-KeeperDialog.png — image
RPG-Kindle-Cooldown.png — image
RPG-MainMenu.png — image
RPG-Pause.png — image
RPG-QuestAccepted.png — image
RPG-ReturnDialog.png — image
RPG-Ward-Cooldown.png — image
RPG-Ward-MidCooldown.png — image
RTS-Cards.png — image
RTS-Confirmation.png — image
RTS-Controls.png — image
RTS-CustomFlowRoot.png — image
RTS-HUD.png — image
RTS-Journal-Ember.png — image
RTS-Journal.png — image
RTS-MainMenu.png — image
RTS-MultiSelection.png — image
RTS-Pause.png — image
RTS-Production.png — image
RTS-Settings.png — image
RTS-Survey.png — image
Widget-WBP_AshenControls.png — image
Widget-WBP_AshenMainMenu.png — image
Widget-WBP_AshenPause.png — image
Widget-WBP_AshenRTSHUD.png — image
Widget-WBP_AshenSettings.png — image
Widget-WBP_EmberAction.png — image
Widget-WBP_EmberActionButton.png — image
Widget-WBP_EmberRPGHUD.png — image
Widget-WBP_FieldCard.png — image
Widget-WBP_FieldCards.png — image
Widget-WBP_FieldJournal.png — image
Widget-WBP_ForgeActionButton.png — image
Widget-WBP_ForgeAppliedPrompt.png — image
Widget-WBP_ForgeConfirmation.png — image
Widget-WBP_ForgeContextHint.png — image
Widget-WBP_ForgeLoading.png — image
Widget-WBP_ForgeNotification.png — image
Widget-WBP_ForgeTooltip.png — image
Widget-WBP_ForgeWorldStatus.png — image
Widget-WBP_HUDReadout.png — image
Widget-WBP_JournalEntry.png — image
Widget-WBP_OutpostCommand.png — image
Widget-WBP_OutpostCommandButton.png — image
Widget-WBP_ProductionReadout.png — image
Widget-WBP_WatchpostEntry.png — image
Widget-WBP_WatchpostReadout.png — image
Widget-WBP_WatchpostSurvey.png — image
army-rework-current.png — image
mmo-rework-current.png — image
rework-settings.png — image
CompetitorPass/
ability-book-aligned.png — image
ability-book-first.png — image
before-main.png — image
button-foundation-dialog.png — image
button-foundation-main.png — image
header-modal-ember.png — image
header-modal-moonsteel.png — image
hud-moonsteel.png — image
hud-warm-current.png — image
journal-footer-current.png — image
journal-moonsteel.png — image
load-repaired.png — image
main-hierarchy.png — image
menu-composition-first-pass.png — image
native-binding-y-active.png — image
native-binding-y-before.png — image
native-book-ready.png — image
native-cast-foundation.png — image
native-keyboard-dialog.png — image
native-pause-foundation.png — image
native-settings-foundation.png — image
native-y-persisted-active.png — image
package-ability-book.png — image
package-hub.png — image
package-reload-new-key.png — image
package-reload-old-key.png — image
package-remap-draft.png — image
package-remapped-skill.png — image
portrait-layout-first-pass.png — image
resource-full.png — image
resource-half.png — image
resource-local-fallback.png — image
resource-reverse-quarter.png — image
resource-zero.png — image
review-rpg-arts-moonsteel.png — image
review-rpg-arts.png — image
review-rpg-audio.png — image
review-rpg-controls.png — image
review-rpg-hud.png — image
review-rpg-journal.png — image
review-rpg-load.png — image
review-rpg-main.png — image
review-rpg-new-dialog.png — image
review-rpg-pause.png — image
review-rpg-return-dialog.png — image
review-rpg-settings.png — image
review-rpg-video.png — image
review-rts-audio.png — image
review-rts-controls.png — image
review-rts-hud.png — image
review-rts-load.png — image
review-rts-main.png — image
review-rts-new-dialog.png — image
review-rts-pause.png — image
review-rts-return-dialog.png — image
review-rts-settings.png — image
review-rts-video.png — image
roster-current.png — image
rpg-arts-720.png — image
rpg-controls-720.png — image
rpg-hud-1280x720.png — image
rpg-hud-1920x1080.png — image
rpg-hud-2560x1080.png — image
rpg-hud-3840x2160.png — image
rpg-hud-720-enlarged.png — image
rpg-journal-720.png — image
rpg-load-720.png — image
rpg-main-720.png — image
rpg-settings-720.png — image
rts-before-shared-theme.png — image
rts-controls-720.png — image
rts-core-palette-preview.png — image
rts-hud-1280x720.png — image
rts-hud-1920x1080.png — image
rts-hud-2560x1080.png — image
rts-hud-3840x2160.png — image
rts-hud-720-enlarged.png — image
rts-load-720.png — image
rts-main-720.png — image
rts-menu-shared.png — image
rts-settings-720.png — image
rts-settings-before-layout.png — image
settings-compact-ember.png — image
settings-quiet-rows.png — image
FieldCards-Enlarged.png — image
Product583/
1280x720-confirmation.png — image
1280x720-controls.png — image
1280x720-hub.png — image
1280x720-journal.png — image
1280x720-mmo-hud.png — image
1280x720-mmo-menu.png — image
1280x720-pause.png — image
1280x720-rts-hud.png — image
1280x720-rts-menu.png — image
1280x720-settings-enlarged.png — image
1280x720-settings.png — image
1920x1080-confirmation.png — image
1920x1080-controls.png — image
1920x1080-hub.png — image
1920x1080-journal.png — image
1920x1080-mmo-hud.png — image
1920x1080-mmo-menu.png — image
1920x1080-pause.png — image
1920x1080-rts-hud.png — image
1920x1080-rts-menu.png — image
1920x1080-settings.png — image
2560x1080-confirmation.png — image
2560x1080-controls.png — image
2560x1080-hub.png — image
2560x1080-journal.png — image
2560x1080-mmo-hud.png — image
2560x1080-mmo-menu.png — image
2560x1080-pause.png — image
2560x1080-rts-hud.png — image
2560x1080-rts-menu.png — image
2560x1080-settings.png — image
Designer-WBP_IFAbilityButton.png — image
Designer-WBP_IFAbilityEntry.png — image
Designer-WBP_IFBindingEntry.png — image
Designer-WBP_IFMMOLayout.png — image
Designer-WBP_IFRTSLayout.png — image
Designer-WBP_IFSettingsMenu.png — image
Designer-WBP_IFUnitFrame.png — image
Graph-WBP_ForgeFlowRoot.png — image
Graph-WBP_IFSettings.png — image
Packaged-MMO-HUD.jpg — image
Packaged-RTS-Completed.jpg — image
Packaged-RTS-Training.jpg — image
Progress-Charges-Complete.png — image
Progress-Radial-Survey.png — image
Progress-Reverse-Enlarged.png — image
RPGRework/
combat-hud-native.png — image
dialog.png — image
hud-1280x720.png — image
hud-1920x1080.png — image
hud-2560x1080.png — image
hud-large-text.png — image
journal.png — image
keybinding-draft.png — image
main-native.png — image
package-combat.png — image
package-final-hud.png — image
package-final-pause.png — image
pause-large-text.png — image
pause.png — image
remapped-skill.png — image
settings.png — image
Todo/
UIForge-Blueprint-CreateRoot.png — image
UIForge-Blueprint-Opacity-Commit-detail.png — image
UIForge-Blueprint-Opacity-Commit.png — image
UIForge-Blueprint-Opacity-Read-detail.png — image
UIForge-Blueprint-Opacity-Read.png — image
UIForge-Designer-CompactSettingRow.png — image
UIForge-choice-after-gc.png — image
UIForge-choice-controller.png — image
UIForge-docs-narrow.png — image
UIForge-final-packaged-activation.jpg — image
UIForge-final-packaged-pause.jpg — image
UIForge-icons-dark-states.png — image
UIForge-icons-light-states.png — image
UIForge-icons-replacement.png — image
UIForge-independent-customization.jpg — image
UIForge-independent-startup.jpg — image
UIForge-knight-motion.webp — project support file
UIForge-knight-move.png — image
UIForge-knight-release.png — image
UIForge-packaged-choice-gc.png — image
UIForge-packaged-mmo-motion.webp — project support file
UIForge-packaged-paused-video-draft.png — image
UIForge-packaged-rts-motion.webp — project support file
UIForge-packaged-settings.jpg — image
UIForge-packaged-video-cancelled.png — image
UIForge-settings-audio.png — image
UIForge-settings-controls.png — image
UIForge-settings-interface.png — image
UIForge-settings-save-error.png — image
UIForge-settings-scaled-settled.png — image
UIForge-settings-video.png — image
UIForge-tutorial-hud.png — image
UIForge-tutorial-main.png — image
UIForge-tutorial-settings.png — image
VisualGuide/
UIForge-Ability-Designer.png — image
UIForge-Binding-Mapping.png — image
UIForge-Binding-Row.png — image
UIForge-Button-Designer.png — image
UIForge-Controller-Root.png — image
UIForge-Entry-Refresh.png — image
UIForge-Example-Hub.png — image
UIForge-HUD-Designer.png — image
UIForge-HUD-Profile.png — image
UIForge-Hub-Designer.png — image
UIForge-Learning-Assets.png — image
UIForge-MMO-Abilities.png — image
UIForge-MMO-Confirmation.png — image
UIForge-MMO-Cool-Theme.png — image
UIForge-MMO-HUD.png — image
UIForge-MMO-Journal.png — image
UIForge-MMO-Load.png — image
UIForge-MMO-Main.png — image
UIForge-MMO-Pause.png — image
UIForge-MMO-Settings-Audio.png — image
UIForge-MMO-Settings-Controls.png — image
UIForge-MMO-Settings-Interface.png — image
UIForge-MMO-Settings-Video.png — image
UIForge-Main-Defaults.png — image
UIForge-Main-Designer.png — image
UIForge-Main-Focus.png — image
UIForge-Main-PushHUD.png — image
UIForge-Pause-Graph.png — image
UIForge-Provider-Commit-Preview.png — image
UIForge-Provider-Commit-Save.png — image
UIForge-Provider-Commit.png — image
UIForge-Provider-Read.png — image
UIForge-RTS-Confirmation.png — image
UIForge-RTS-HUD.png — image
UIForge-RTS-Load.png — image
UIForge-RTS-Main.png — image
UIForge-RTS-Pause.png — image
UIForge-RTS-Settings-Audio.png — image
UIForge-RTS-Settings-Controls.png — image
UIForge-RTS-Settings-Interface.png — image
UIForge-RTS-Settings-Video.png — image
UIForge-Screen-Initialize.png — image
UIForge-Setting-Definition.png — image
UIForge-Settings-Defaults.png — image
UIForge-Settings-Definition-Instance.png — image
UIForge-Settings-Pages.png — image
UIForge-Settings-Row.png — image
UIForge-Settings-Tab.png — image
UIForge-Setup-Accept.png — image
UIForge-Setup-CommonInput.png — image
UIForge-Setup-EnhancedInput.png — image
UIForge-Setup-Viewport.png — image
UIForge-Theme-Asset.png — image
UIForge-Theme-ButtonStates.png — image
UIForge-Tutorial-Dialog.png — image
UIForge-Tutorial-HUD.png — image
UIForge-Tutorial-Running.png — image
UIForge-Tutorial-Settings.png — image
World1026/
Emberfall-1280x720-enlarged.png — image
Emberfall-1280x720.png — image
Emberfall-1920x1080.png — image
Emberfall-2560x1080.png — image
Emberfall-confirmation.png — image
Emberfall-controls.png — image
Emberfall-journal.png — image
Emberfall-menu.png — image
Emberfall-pause.png — image
Emberfall-settings.png — image
Hub.png — image
Ironfront-1280x720-enlarged.png — image
Ironfront-1280x720.png — image
Ironfront-1920x1080.png — image
Ironfront-2560x1080.png — image
Ironfront-confirmation.png — image
Ironfront-controls.png — image
Ironfront-menu.png — image
Ironfront-pause.png — image
Ironfront-settings.png — image
Packaged-Clean-RTS.png — image
RTS-CameraBounds.png — image
MIGRATION_UI.md — documentation
PRESENTATION_SOURCE.md — documentation
PRODUCT_GALLERY_583.md — documentation
PRODUCT_VERIFICATION_583.md — documentation
REBUILD_583.md — documentation
RELEASE_ACCEPTANCE.md — documentation
RESEARCH.md — documentation
RESPONSIVE_LAYOUTS.md — documentation
RPG_HUD_AUTHORING.md — documentation
RPG_REDESIGN_RESEARCH.md — documentation
SHIPPING_VERIFICATION.md — documentation
SITE_HOME.md — documentation
STRUCTURE_REFERENCE.md — documentation
STYLE_AUTHORING.md — documentation
TODO_EXECUTION.md — documentation
VISUAL_CATALOG.md — documentation
VISUAL_CUSTOMIZATION.md — documentation
VISUAL_DOCUMENTATION.md — documentation
VISUAL_GAME_SETUP.md — documentation
VISUAL_INTEGRITY.md — documentation
VISUAL_SETTINGS.md — documentation
WORLD_PRESENTATION.md — documentation
DocumentationSite/
.vitepress/
config.mts — project support file
theme/
ForgeDiagram.vue — project support file
ImageZoom.vue — project support file
custom.css — project support file
index.ts — project support file
README.md — documentation
build-verification.json — project support file
manual-pages.mjs — project support file
package-lock.json — project support file
package.json — project support file
scripts/
check-built.mjs — project support file
sync-docs.mjs — project support file
source-manifest.json — project support file
theme-source.json — project support file
Examples/
ForgeMassExamples/
Config/
DefaultEngine.ini — configuration
DefaultGame.ini — configuration
DefaultInput.ini — configuration
Content/
Art/
M_Watchpost.uasset — Unreal asset
Data/
DA_WatchpostVitals.uasset — Unreal asset
Maps/
Watchpost.umap — example map
UI/
WBP_Watchpost.uasset — Unreal asset
WBP_WatchpostReadout.uasset — Unreal asset
ForgeMassExamples.uproject — project descriptor
README.md — documentation
Source/
ForgeMassExamples/
ForgeMassExamples.Build.cs — module dependencies
Private/
ForgeMassExamplesModule.cpp — C++ implementation
Watchpost.cpp — C++ implementation
WatchpostReview.cpp — C++ implementation
Public/
Watchpost.h — C++ declarations
WatchpostReview.h — C++ declarations
ForgeMassExamples.Target.cs — Unreal build target
ForgeMassExamplesEditor/
ForgeMassExamplesEditor.Build.cs — module dependencies
Private/
ForgeMassExamplesEditorModule.cpp — C++ implementation
WatchpostAuthoring.cpp — C++ implementation
Public/
WatchpostAuthoring.h — C++ declarations
ForgeMassExamplesEditor.Target.cs — Unreal build target
Integrations/
InterfaceForgeMass/
InterfaceForgeMass.uplugin — plugin/module descriptor
Source/
InterfaceForgeMass/
InterfaceForgeMass.Build.cs — module dependencies
Private/
IFMassEntitySource.cpp — C++ implementation
InterfaceForgeMassModule.cpp — C++ implementation
Tests/
IFMassAdapterTests.cpp — C++ implementation
IFMassTestSink.h — C++ declarations
Public/
IFMassEntitySource.h — C++ declarations
PROGRESS.md — documentation
Plugins/
InterfaceForge/
Config/
DefaultInterfaceForge.ini — configuration
FilterPlugin.ini — configuration
Content/
UIForge/
Audio/
DA_IFAudioRouting.uasset — Unreal asset
IF_Confirm.uasset — Unreal asset
IF_Focus.uasset — Unreal asset
IF_GamePreview.uasset — Unreal asset
SC_IFGamePreview.uasset — Unreal asset
SC_IFUI.uasset — Unreal asset
SM_IFPreferences.uasset — Unreal asset
Input/
BP_IFGenericController.uasset — Unreal asset
MI_IFControllerEast.uasset — Unreal asset
MI_IFControllerNorth.uasset — Unreal asset
MI_IFControllerSouth.uasset — Unreal asset
MI_IFControllerWest.uasset — Unreal asset
M_IFControllerFace.uasset — Unreal asset
Materials/
M_IFCenterTint.uasset — Unreal asset
Themes/
Art/
T_IFButtonActive.uasset — Unreal asset
T_IFButtonBevel.uasset — Unreal asset
T_IFButtonPrimary.uasset — Unreal asset
T_IFButtonPrimaryActive.uasset — Unreal asset
T_IFCombatPanel.uasset — Unreal asset
T_IFHeaderBand.uasset — Unreal asset
T_IFResourceFill.uasset — Unreal asset
T_IFResourceTrack.uasset — Unreal asset
T_IFWindowNeutral.uasset — Unreal asset
DA_ForgeEmber.uasset — Unreal asset
DA_ForgeMineral.uasset — Unreal asset
DA_ForgeMoonsteel.uasset — Unreal asset
Docs/
ARMY_HUD_AUTHORING.md — documentation
ARTWORK_AND_DEPENDENCIES.md — documentation
BLUEPRINT_CUSTOMIZATION.md — documentation
BLUEPRINT_QUICK_START.md — documentation
BLUEPRINT_SETTINGS_COMPOSITION.md — documentation
CENTER_TINT.md — documentation
COMBAT_ARTS_AUTHORING.md — documentation
GAME_INTEGRATION.md — documentation
Images/
UIForge-Blueprint-CreateRoot.png — image
UIForge-Blueprint-Opacity-Commit-detail.png — image
UIForge-Blueprint-Opacity-Read-detail.png — image
UIForge-Designer-CompactSettingRow.png — image
UIForge-icons-dark-states.png — image
UIForge-icons-light-states.png — image
UIForge-icons-replacement.png — image
UIForge-independent-customization.jpg — image
UIForge-independent-startup.jpg — image
UIForge-packaged-settings.jpg — image
UIForge-settings-interface.png — image
hud-1920x1080.png — image
keybinding-draft.png — image
package-remap-draft.png — image
remapped-skill.png — image
review-rpg-arts-moonsteel.png — image
review-rpg-arts.png — image
review-rpg-controls.png — image
review-rpg-settings.png — image
RPG_HUD_AUTHORING.md — documentation
STYLE_AUTHORING.md — documentation
InterfaceForge.uplugin — plugin/module descriptor
README.md — documentation
Resources/
Icon128.png — image
Source/
InterfaceForge/
InterfaceForge.Build.cs — module dependencies
Private/
IFActionPrompt.cpp — C++ implementation
IFBindingEntry.cpp — C++ implementation
IFButton.cpp — C++ implementation
IFCenterTint.cpp — C++ implementation
IFCommandButton.cpp — C++ implementation
IFDialog.cpp — C++ implementation
IFHUDLayout.cpp — C++ implementation
IFInputPresentation.cpp — C++ implementation
IFKeySelector.cpp — C++ implementation
IFMapView.cpp — C++ implementation
IFNavigationInputData.cpp — C++ implementation
IFNotifications.cpp — C++ implementation
IFPresentation.cpp — C++ implementation
IFProfiling.h — C++ declarations
IFProgressWidget.cpp — C++ implementation
IFReadoutEntry.cpp — C++ implementation
IFRemapping.cpp — C++ implementation
IFScreen.cpp — C++ implementation
IFScreenLoading.cpp — C++ implementation
IFScrollBox.cpp — C++ implementation
IFSelectionOverlay.cpp — C++ implementation
IFSettingChoiceLabel.cpp — C++ implementation
IFSettingChoiceLabel.h — C++ declarations
IFSettingDefinition.cpp — C++ implementation
IFSettings.cpp — C++ implementation
IFSettingsWidgets.cpp — C++ implementation
IFSurface.cpp — C++ implementation
IFText.cpp — C++ implementation
IFTooltip.cpp — C++ implementation
IFWorldEntryLibrary.cpp — C++ implementation
InterfaceForgeModule.cpp — C++ implementation
Tests/
IFProgressTests.cpp — C++ implementation
IFSettingsTests.cpp — C++ implementation
Public/
IFActionPrompt.h — C++ declarations
IFBindingEntry.h — C++ declarations
IFButton.h — C++ declarations
IFCenterTint.h — C++ declarations
IFCommandButton.h — C++ declarations
IFDataSource.h — C++ declarations
IFDialog.h — C++ declarations
IFHUDLayout.h — C++ declarations
IFInputPresentation.h — C++ declarations
IFKeySelector.h — C++ declarations
IFMapView.h — C++ declarations
IFNavigationInputData.h — C++ declarations
IFNotifications.h — C++ declarations
IFPresentation.h — C++ declarations
IFProgressWidget.h — C++ declarations
IFReadoutEntry.h — C++ declarations
IFRemapping.h — C++ declarations
IFScreen.h — C++ declarations
IFScreenLoading.h — C++ declarations
IFScrollBox.h — C++ declarations
IFSelectionOverlay.h — C++ declarations
IFSettingDefinition.h — C++ declarations
IFSettings.h — C++ declarations
IFSettingsWidgets.h — C++ declarations
IFSurface.h — C++ declarations
IFText.h — C++ declarations
IFTooltip.h — C++ declarations
IFWorldEntryLibrary.h — C++ declarations
SourceAssets/
Audio/
IF_Confirm.wav — original audio source
IF_Focus.wav — original audio source
IF_GamePreview.wav — original audio source
UI/
button-active.png — image
button-active.svg — image
button-bevel.png — image
button-bevel.svg — image
button-primary-active.png — image
button-primary-active.svg — image
button-primary.png — image
button-primary.svg — image
combat-panel.png — image
combat-panel.svg — image
header-band.png — image
header-band.svg — image
provenance.json — project support file
resource-fill.png — image
resource-fill.svg — image
resource-track.png — image
resource-track.svg — image
window-neutral.png — image
window-neutral.svg — image
README.md — documentation
Review/
DeferredInventory/
Evidence/
Workshop-1280x720-interaction.png — image
ExampleContent/
Items/
DA_Blade.uasset — Unreal asset
DA_Healing.uasset — Unreal asset
InventoryForge/
InventoryForge.uplugin — plugin/module descriptor
Source/
InventoryForge/
InventoryForge.Build.cs — module dependencies
Private/
InvFInventoryComponent.cpp — C++ implementation
InventoryForgeModule.cpp — C++ implementation
Tests/
InvFTransactionTests.cpp — C++ implementation
Public/
InvFInventoryComponent.h — C++ declarations
InvFInventoryTypes.h — C++ declarations
InvFItemDefinition.h — C++ declarations
OriginalPlanning/
AUDIT.md — documentation
FEATURE_MATRIX.md — documentation
HANDOFF.md — documentation
PROGRESS.md — documentation
RESEARCH.md — documentation
README.md — documentation
create_sample_assets.py — authoring/verification utility
Diagnostics/
GraphCapture/
EditorBuild-UnacceptedCapture.txt — project support file
ForgeGraphPolish-UnacceptedCapture.cpp — C++ implementation
capture_language_graph_unaccepted.py — authoring/verification utility
LanguageFocus/
ForgeLocalizationReview-NativeProbe.cpp — C++ implementation
verify_language_focus_live_unaccepted.py — authoring/verification utility
Source/
ForgeExamples/
ForgeExamples.Build.cs — module dependencies
Private/
ForgeAnimationReview.cpp — C++ implementation
ForgeArmyOrders.cpp — C++ implementation
ForgeCustomizationReview.cpp — C++ implementation
ForgeDemoAnimInstance.cpp — C++ implementation
ForgeDemoWorld.cpp — C++ implementation
ForgeEntryReview.cpp — C++ implementation
ForgeExampleGameMode.cpp — C++ implementation
ForgeExampleMenus.cpp — C++ implementation
ForgeExampleUIHelpers.h — C++ declarations
ForgeExamples.cpp — C++ implementation
ForgeFieldCardsReview.cpp — C++ implementation
ForgeGlyphReview.cpp — C++ implementation
ForgeLoadingFlows.cpp — C++ implementation
ForgeLoadingReview.cpp — C++ implementation
ForgeLocalizationReview.cpp — C++ implementation
ForgeNotificationReview.cpp — C++ implementation
ForgeOutpost.cpp — C++ implementation
ForgePilgrimage.cpp — C++ implementation
ForgePlayableUI.cpp — C++ implementation
ForgeProgressReview.cpp — C++ implementation
ForgeRPGCamera.cpp — C++ implementation
ForgeRTSReview.cpp — C++ implementation
ForgeSceneArt.cpp — C++ implementation
ForgeSceneArt.h — C++ declarations
ForgeSettingsAudioReview.cpp — C++ implementation
ForgeShippingReview.cpp — C++ implementation
ForgeTintReview.cpp — C++ implementation
ForgeTooltipReview.cpp — C++ implementation
ForgeWorldReadout.cpp — C++ implementation
ForgeWorldReview.cpp — C++ implementation
Public/
ForgeAnimationReview.h — C++ declarations
ForgeCustomizationReview.h — C++ declarations
ForgeDemoAnimInstance.h — C++ declarations
ForgeDemoWorld.h — C++ declarations
ForgeEntryReview.h — C++ declarations
ForgeExampleGameMode.h — C++ declarations
ForgeExampleMenus.h — C++ declarations
ForgeFieldCardsReview.h — C++ declarations
ForgeGlyphReview.h — C++ declarations
ForgeLoadingReview.h — C++ declarations
ForgeLocalizationReview.h — C++ declarations
ForgeNotificationReview.h — C++ declarations
ForgeOutpost.h — C++ declarations
ForgePilgrimage.h — C++ declarations
ForgePlayableUI.h — C++ declarations
ForgeProgressReview.h — C++ declarations
ForgeRPGCamera.h — C++ declarations
ForgeRTSReview.h — C++ declarations
ForgeSettingsAudioReview.h — C++ declarations
ForgeShippingReview.h — C++ declarations
ForgeTintReview.h — C++ declarations
ForgeTooltipReview.h — C++ declarations
ForgeWorldReadout.h — C++ declarations
ForgeWorldReview.h — C++ declarations
ForgeExamplesEditor/
ForgeExamplesEditor.Build.cs — module dependencies
Private/
ForgeAnimationAuthoring.cpp — C++ implementation
ForgeArmyHUD.cpp — C++ implementation
ForgeArmyNavigation.cpp — C++ implementation
ForgeCharacterAnimation.cpp — C++ implementation
ForgeContentMigration.cpp — C++ implementation
ForgeCustomizationAuthoring.cpp — C++ implementation
ForgeDocumentationLibrary.cpp — C++ implementation
ForgeExampleAuthoring.cpp — C++ implementation
ForgeExamplesEditor.cpp — C++ implementation
ForgeFieldCardsAuthoring.cpp — C++ implementation
ForgeGraphPolish.cpp — C++ implementation
ForgeIntegrationAuthoring.cpp — C++ implementation
ForgeMenuAuthoring.cpp — C++ implementation
ForgeProductAuthoring.cpp — C++ implementation
ForgeProductWidgets.cpp — C++ implementation
ForgeRPGAuthoring.cpp — C++ implementation
ForgeSettingsAuthoring.cpp — C++ implementation
ForgeSettingsProviderAuthoring.cpp — C++ implementation
Public/
ForgeDocumentationLibrary.h — C++ declarations
ForgeExampleAuthoring.h — C++ declarations
ForgeProductAuthoring.h — C++ declarations
UIForge.Target.cs — Unreal build target
UIForgeEditor.Target.cs — Unreal build target
TODOS.md — documentation
Tools/
Documentation/
add_clean_terrain.py — authoring/verification utility
animation_before.py — authoring/verification utility
audit_army_delivery.py — authoring/verification utility
audit_clean_worlds.py — authoring/verification utility
audit_competitive_baseline.py — authoring/verification utility
audit_competitive_delivery.py — authoring/verification utility
audit_rpg_controls.py — authoring/verification utility
audit_todo_delivery.py — authoring/verification utility
author_army_revision.py — authoring/verification utility
author_button_skins.py — authoring/verification utility
author_competitive_accessibility.py — authoring/verification utility
author_competitive_book_tooltips.py — authoring/verification utility
author_competitive_layout.py — authoring/verification utility
author_integration_tutorial.py — authoring/verification utility
author_resource_skins.py — authoring/verification utility
author_rpg_revision.py — authoring/verification utility
author_shared_themes.py — authoring/verification utility
author_visual_integrity.py — authoring/verification utility
bake_product_maps.py — authoring/verification utility
bake_product_portrait.py — authoring/verification utility
begin_rpg_key_capture.py — authoring/verification utility
build_catalog.py — authoring/verification utility
build_product_worlds.py — authoring/verification utility
build_scheme.py — authoring/verification utility
build_tabbed_settings.py — authoring/verification utility
cancel_hud_scale.py — authoring/verification utility
capture_army_revision.py — authoring/verification utility
capture_blueprints.py — authoring/verification utility
capture_clean_gallery.py — authoring/verification utility
capture_competitive_responsive.py — authoring/verification utility
capture_competitive_review.py — authoring/verification utility
capture_details.py — authoring/verification utility
capture_optional.py — authoring/verification utility
capture_product_blueprints.py — authoring/verification utility
capture_product_gallery.py — authoring/verification utility
capture_rpg.py — authoring/verification utility
capture_rpg_final_review.py — authoring/verification utility
capture_rts.py — authoring/verification utility
capture_visual_manual.py — authoring/verification utility
capture_widgets.py — authoring/verification utility
capture_world_edges.py — authoring/verification utility
check_rpg_persistence.py — authoring/verification utility
clean_product_generated.ps1 — local build/capture/verification script
clear_failed_roster_graph.py — authoring/verification utility
close_animation_editors.py — authoring/verification utility
close_documentation_editors.py — authoring/verification utility
compare_animation_pose.py — authoring/verification utility
configure_animation22.py — authoring/verification utility
configure_product_art.py — authoring/verification utility
configure_product_input.py — authoring/verification utility
configure_product_maps.py — authoring/verification utility
draw_button_skin.py — authoring/verification utility
draw_integrity_chrome.py — authoring/verification utility
draw_resource_art.py — authoring/verification utility
draw_shared_chrome.py — authoring/verification utility
editor_capture.py — authoring/verification utility
export_packaged_motion.py — authoring/verification utility
finish_army_navigation.py — authoring/verification utility
finish_clean_navigation.py — authoring/verification utility
finish_ground_material.py — authoring/verification utility
fix_party_background.py — authoring/verification utility
focus_rpg_viewport.py — authoring/verification utility
host_request.py — authoring/verification utility
import_animation22.py — authoring/verification utility
import_product_art.py — authoring/verification utility
import_vector_ability_icons.py — authoring/verification utility
inspect_animation_api.py — authoring/verification utility
inspect_animation_mesh.py — authoring/verification utility
inspect_blend_data.py — authoring/verification utility
inspect_competitive_menu.py — authoring/verification utility
inspect_documentation_end.py — authoring/verification utility
inspect_menu_clearance.py — authoring/verification utility
inspect_product_assets.py — authoring/verification utility
inspect_roster_nodes.py — authoring/verification utility
inspect_rpg_bones.py — authoring/verification utility
inspect_rpg_camera.py — authoring/verification utility
inspect_rpg_camera_api.py — authoring/verification utility
inspect_rpg_collision_api.py — authoring/verification utility
inspect_rpg_shortcuts.py — authoring/verification utility
inspect_rpg_surfaces.py — authoring/verification utility
inspect_settings_api.py — authoring/verification utility
inspect_world_dressing.py — authoring/verification utility
install_current_candidates.py — authoring/verification utility
install_example_archive.py — authoring/verification utility
isolate_animation_pose.py — authoring/verification utility
log_rpg_input.py — authoring/verification utility
make_todo_candidate.py — authoring/verification utility
migrate_plugin_content.py — authoring/verification utility
place_world_camera.py — authoring/verification utility
polish_army_worlds.py — authoring/verification utility
polish_gateway_alignment.py — authoring/verification utility
polish_product_worlds.py — authoring/verification utility
polish_rpg_menu_sizing.py — authoring/verification utility
polish_rpg_pause_input.py — authoring/verification utility
prepare_content_migration.py — authoring/verification utility
prepare_doc_capture.py — authoring/verification utility
prepare_dynamic_setting_row.py — authoring/verification utility
prepare_learning_documentation.py — authoring/verification utility
prepare_optional_host.py — authoring/verification utility
prepare_tutorial_host.py — authoring/verification utility
preview_clean_worlds.py — authoring/verification utility
preview_competitive_hud.py — authoring/verification utility
preview_hud_scale.py — authoring/verification utility
preview_menu_composition.py — authoring/verification utility
preview_moonsteel.py — authoring/verification utility
preview_strategy_skin.py — authoring/verification utility
probe_current_movement.py — authoring/verification utility
probe_knight_animation.py — authoring/verification utility
probe_knight_facing.py — authoring/verification utility
probe_mixed_pointer_policy.py — authoring/verification utility
probe_movement_delivery.py — authoring/verification utility
recover_competitive_roster.py — authoring/verification utility
recover_settings_fixture.py — authoring/verification utility
redress_example_worlds.py — authoring/verification utility
refine_product_worlds.py — authoring/verification utility
refresh_tutorial_host.py — authoring/verification utility
repair_animation_blend.py — authoring/verification utility
request.py — authoring/verification utility
restart_rpg_persistence.py — authoring/verification utility
retire_previous_gallery.py — authoring/verification utility
review_icon_states.py — authoring/verification utility
rpg_inspect.py — authoring/verification utility
rpg_qa_setup.py — authoring/verification utility
save_product_portrait.py — authoring/verification utility
save_rpg_clones.py — authoring/verification utility
snapshot_competitive_binding.py — authoring/verification utility
stage_settings_capture.py — authoring/verification utility
summarize_product_profile.py — authoring/verification utility
tune_clean_lighting.py — authoring/verification utility
tutorial_host_service.py — authoring/verification utility
update_content_paths.py — authoring/verification utility
validate_animation_blueprints.py — authoring/verification utility
validate_army_blueprints.py — authoring/verification utility
validate_competitive_blueprints.py — authoring/verification utility
validate_rpg_blueprints.py — authoring/verification utility
validate_visual_manual.py — authoring/verification utility
verify_animation_final.py — authoring/verification utility
verify_animation_gameplay.py — authoring/verification utility
verify_animation_runtime.py — authoring/verification utility
verify_army_core_load.py — authoring/verification utility
verify_army_input.py — authoring/verification utility
verify_army_orders.py — authoring/verification utility
verify_army_virtualization.py — authoring/verification utility
verify_blueprint_setting_provider.py — authoring/verification utility
verify_button_skins.py — authoring/verification utility
verify_choice_back.py — authoring/verification utility
verify_choice_lifetime.py — authoring/verification utility
verify_clean_revision.py — authoring/verification utility
verify_clean_world_gameplay.py — authoring/verification utility
verify_competitive_ability_book.py — authoring/verification utility
verify_competitive_core_load.py — authoring/verification utility
verify_competitive_customization.py — authoring/verification utility
verify_competitive_gameplay.py — authoring/verification utility
verify_competitive_menu_hierarchy.py — authoring/verification utility
verify_competitive_roster_layout.py — authoring/verification utility
verify_competitive_settings.py — authoring/verification utility
verify_competitive_virtualization.py — authoring/verification utility
verify_final_archive_members.py — authoring/verification utility
verify_independent_archive.py — authoring/verification utility
verify_input_contexts.py — authoring/verification utility
verify_knight_contacts.py — authoring/verification utility
verify_knight_directions.py — authoring/verification utility
verify_knight_motion.py — authoring/verification utility
verify_menu_tableau.py — authoring/verification utility
verify_mmo_attack_intent.py — authoring/verification utility
verify_presentation_contracts.py — authoring/verification utility
verify_product_flows.py — authoring/verification utility
verify_product_input.py — authoring/verification utility
verify_product_revision.py — authoring/verification utility
verify_product_slice.py — authoring/verification utility
verify_resource_brushes.py — authoring/verification utility
verify_rpg_camera.py — authoring/verification utility
verify_rpg_core_load.py — authoring/verification utility
verify_rpg_defaults.py — authoring/verification utility
verify_rpg_final.py — authoring/verification utility
verify_rpg_gameplay.py — authoring/verification utility
verify_rpg_input.py — authoring/verification utility
verify_rpg_pie_back.py — authoring/verification utility
verify_rpg_rebinding.py — authoring/verification utility
verify_settings_centering.py — authoring/verification utility
verify_settings_save_failure.py — authoring/verification utility
verify_settings_session.py — authoring/verification utility
verify_submenu_focus.py — authoring/verification utility
verify_tutorial_flow.py — authoring/verification utility
verify_visual_integrity_alignment.py — authoring/verification utility
verify_visual_manual_flow.py — authoring/verification utility
verify_wildcard_redirects.py — authoring/verification utility
watch_native_mmo_attack.py — authoring/verification utility
write_product_receipt.py — authoring/verification utility
write_todo_delivery_docs.py — authoring/verification utility
add_field_cards.py — authoring/verification utility
add_language_settings.py — authoring/verification utility
add_menu_navigation_cues.py — authoring/verification utility
add_navigation_hint_hosts.py — authoring/verification utility
add_progress_presentation.py — authoring/verification utility
add_world_navigation.py — authoring/verification utility
archive_binary_plugins.py — authoring/verification utility
archive_playable_example.py — authoring/verification utility
archive_review_candidate.py — authoring/verification utility
assemble_review_candidate.py — authoring/verification utility
audit_mass_deliverable.py — authoring/verification utility
audit_mass_package.py — authoring/verification utility
audit_review_candidate.py — authoring/verification utility
audit_unreal.py — authoring/verification utility
bind_menu_presentation.py — authoring/verification utility
capture_baseline.py — authoring/verification utility
check_distribution_boundary.py — authoring/verification utility
collect_localization_evidence.py — authoring/verification utility
create_animation_example.py — authoring/verification utility
create_applied_prompt.py — authoring/verification utility
create_blueprint_examples.py — authoring/verification utility
create_center_tint_material.py — authoring/verification utility
create_controller_glyphs.py — authoring/verification utility
create_customization_examples.py — authoring/verification utility
create_mass_example.py — authoring/verification utility
create_original_audio.py — authoring/verification utility
create_playable_assets.py — authoring/verification utility
create_rpg_assets.py — authoring/verification utility
create_ui_assets.py — authoring/verification utility
create_ui_audio_assets.py — authoring/verification utility
detect_input_devices.py — authoring/verification utility
inspect_blueprint_only_assets.py — authoring/verification utility
inspect_sakura_live_cooldown.py — authoring/verification utility
package_review_candidate.ps1 — local build/capture/verification script
package_shipping_review.ps1 — local build/capture/verification script
prepare_binary_install_hosts.py — authoring/verification utility
prepare_blueprint_package_host.py — authoring/verification utility
prepare_engine_example.py — authoring/verification utility
prepare_mass_m4.py — authoring/verification utility
prepare_progress_host.py — authoring/verification utility
prepare_rpg_quest_audit.py — authoring/verification utility
prepare_touch_audit.py — authoring/verification utility
read_reference_widgets.py — authoring/verification utility
read_sakura_cooldown.py — authoring/verification utility
record_if3_visual_review.py — authoring/verification utility
refine_language_graph.py — authoring/verification utility
refine_menu_hierarchy.py — authoring/verification utility
refine_notification_examples.py — authoring/verification utility
refine_original_menus.py — authoring/verification utility
refine_rpg_action_dock.py — authoring/verification utility
refine_rpg_headers.py — authoring/verification utility
refine_rpg_notification_clearance.py — authoring/verification utility
refine_rpg_prompt.py — authoring/verification utility
refine_rpg_safe_area.py — authoring/verification utility
refine_settings_audio.py — authoring/verification utility
refine_tooltip_presentation.py — authoring/verification utility
run_animation_reviews.ps1 — local build/capture/verification script
run_aspect_reviews.ps1 — local build/capture/verification script
run_binary_install_checks.ps1 — local build/capture/verification script
run_compat_polish_matrix.ps1 — local build/capture/verification script
run_customization_reviews.ps1 — local build/capture/verification script
run_entry_core_checks.ps1 — local build/capture/verification script
run_entry_example_matrix.ps1 — local build/capture/verification script
run_entry_scale_reviews.ps1 — local build/capture/verification script
run_field_cards.ps1 — local build/capture/verification script
run_field_cards_matrix.ps1 — local build/capture/verification script
run_final_ui_audit.ps1 — local build/capture/verification script
run_glyph_reviews.ps1 — local build/capture/verification script
run_list_theme_matrix.ps1 — local build/capture/verification script
run_loading_reviews.ps1 — local build/capture/verification script
run_localization_matrix.ps1 — local build/capture/verification script
run_mass_current_core.ps1 — local build/capture/verification script
run_mass_example_reviews.ps1 — local build/capture/verification script
run_new_labels_matrix.ps1 — local build/capture/verification script
run_newer_quest_reviews.ps1 — local build/capture/verification script
run_normal_startup.ps1 — local build/capture/verification script
run_nullable_entry_check.ps1 — local build/capture/verification script
run_progress_core_checks.ps1 — local build/capture/verification script
run_progress_flow_regressions.ps1 — local build/capture/verification script
run_progress_newer_matrix.ps1 — local build/capture/verification script
run_progress_reviews.ps1 — local build/capture/verification script
run_rts_reviews.ps1 — local build/capture/verification script
run_safe_area_matrix.ps1 — local build/capture/verification script
run_settings_audio_reviews.ps1 — local build/capture/verification script
run_shipping_reviews.ps1 — local build/capture/verification script
run_tooltip_reviews.ps1 — local build/capture/verification script
run_world_reviews.ps1 — local build/capture/verification script
summarize_candidate_runtime.py — authoring/verification utility
summarize_entry_example_matrix.py — authoring/verification utility
summarize_exported_widgets.py — authoring/verification utility
summarize_field_cards_matrix.py — authoring/verification utility
summarize_final_ui_audit.py — authoring/verification utility
summarize_mass_example.py — authoring/verification utility
summarize_new_labels.py — authoring/verification utility
summarize_progress_core.py — authoring/verification utility
summarize_progress_flows.py — authoring/verification utility
summarize_progress_runtime.py — authoring/verification utility
summarize_progress_ward.py — authoring/verification utility
summarize_shipping_review.py — authoring/verification utility
theme_example_scrollboxes.py — authoring/verification utility
theme_journal_list.py — authoring/verification utility
translate_example_tr.py — authoring/verification utility
verify_animation_review.py — authoring/verification utility
verify_binary_install.py — authoring/verification utility
verify_blueprint_package.py — authoring/verification utility
verify_candidate_runtime.ps1 — local build/capture/verification script
verify_core_host.py — authoring/verification utility
verify_customization_review.py — authoring/verification utility
verify_default_launch.py — authoring/verification utility
verify_documentation_derivative.py — authoring/verification utility
verify_engine_matrix.ps1 — local build/capture/verification script
verify_entry_review.py — authoring/verification utility
verify_field_cards.py — authoring/verification utility
verify_glyph_review.py — authoring/verification utility
verify_language_graph.py — authoring/verification utility
verify_loading_review.py — authoring/verification utility
verify_localization_review.py — authoring/verification utility
verify_mass_current_core.py — authoring/verification utility
verify_mass_example.py — authoring/verification utility
verify_notification_review.py — authoring/verification utility
verify_progress_review.py — authoring/verification utility
verify_progress_sources.py — authoring/verification utility
verify_reference_preservation.py — authoring/verification utility
verify_rpg_quest_audit.py — authoring/verification utility
verify_rts_review.py — authoring/verification utility
verify_settings_audio_review.py — authoring/verification utility
verify_shipping_review.py — authoring/verification utility
verify_tooltip_review.py — authoring/verification utility
verify_touch_activation.py — authoring/verification utility
verify_world_review.py — authoring/verification utility
wrap_localized_pause.py — authoring/verification utility
UIForge.uproject — project descriptor
Binaries/ — generated/evidence/recovery, 16 files; full index lists each filename
Intermediate/ — generated/evidence/recovery, 561 files; full index lists each filename
DerivedDataCache/ — generated/evidence/recovery, 8 files; full index lists each filename
Saved/ — generated/evidence/recovery, 380 files; full index lists each filename
Evidence/ — generated/evidence/recovery, 1713 files; full index lists each filename
Maintenance/ — generated/evidence/recovery, 1030 files; full index lists each filenameC++ and tool objects
Names, fields, functions, enum values, delegates and test macros are extracted from the source. Reflected defaults and Blueprint flags follow below. Descriptions use source comments where available; unnamed local temporaries are implementation detail rather than public objects.
Examples/ForgeMassExamples/Source/ForgeMassExamples.Target.cs
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C# class ForgeMassExamplesTarget : TargetRules [L2]
constructor ForgeMassExamplesTarget(TargetInfo Target) [L4]
module dependencies ExtraModuleNames: ForgeMassExamples [L4]Examples/ForgeMassExamples/Source/ForgeMassExamples/ForgeMassExamples.Build.cs
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C# class ForgeMassExamples : ModuleRules [L2]
constructor ForgeMassExamples(ReadOnlyTargetRules Target) [L4]
module dependencies PublicDependencyModuleNames: Core, CoreUObject, Engine, InterfaceForge, InterfaceForgeMass, MassForge, MassEntity, MassActors, UMG, Slate, SlateCore [L4]
module dependencies PrivateDependencyModuleNames: InputCore, ApplicationCore [L4]Examples/ForgeMassExamples/Source/ForgeMassExamples/Private/Watchpost.cpp
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function AWatchpostGameMode::AWatchpostGameMode() [L23]
function void AWatchpostController::BeginPlay() [L24]
function void AWatchpostController::SpawnScouts() [L40]
function UObject* AWatchpostController::GetUIModel_Implementation(FName Name) [L61]
function void AWatchpostController::EntityViewChanged() [L67]
function void AWatchpostController::UpdateSummary() [L68]
function void AWatchpostController::ChangeHealth(float Delta) [L73]
function void AWatchpostController::Retire() [L79]
function void AWatchpostController::Reinforce() [L85]
function bool AWatchpostController::RequestUIAction_Implementation(FName Name,UObject*) [L91]
function void AWatchpostController::EndPlay(const EEndPlayReason::Type Reason) [L102]Examples/ForgeMassExamples/Source/ForgeMassExamples/Private/WatchpostReview.cpp
text
function void Key(FKey K) [L21]
function UTextBlock* FindLabel(UIFButton* Button) [L22]
function bool VisibleHealth(UIFScreen* Screen,FName EntryName) [L23]
function void AWatchpostReview::Start(AWatchpostController* Player) [L24]
function void AWatchpostReview::Check(bool Result,const TCHAR* Reason) [L29]
function void AWatchpostReview::Press(FName Name) [L30]
function void AWatchpostReview::Capture(const TCHAR* Name) [L31]
function void AWatchpostReview::Step() [L32]Examples/ForgeMassExamples/Source/ForgeMassExamples/Public/Watchpost.h
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class AWatchpostController [L14] — Small local example backend. Entity mutation belongs here, never in InterfaceForgeMass.
function virtual void BeginPlay() override; [L18]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L19]
function virtual UObject* GetUIModel_Implementation(FName Name) override; [L20]
function virtual bool RequestUIAction_Implementation(FName Action,UObject* Context) override; [L21]
function bool UsesMassBackend()const [L22]
function int32 GetSelectedScout()const [L23]
function UIFScreen* GetWatchpostScreen()const [L24]
function void SpawnScouts(); [L26]
function void UpdateSummary(); [L26]
function void ChangeHealth(float Delta); [L26]
function void Retire(); [L26]
function void Reinforce(); [L26]
function void EntityViewChanged(); [L27]
field TObjectPtr<UIFScreen> Screen; [L28]
field TArray<TObjectPtr<UIFMassEntitySource>> Sources; [L29]
field TArray<TObjectPtr<UIFPresentationData>> Standalone; [L30]
field TObjectPtr<UIFPresentationData> Summary; [L31]
field TArray<TObjectPtr<AActor>> Actors; [L32]
field TArray<FMFEntityHandle> Handles; [L33]
field TArray<bool> Alive; [L33]
field int32 Selected=0; [L34]
field bool bMass=true,bEnding=false; [L34]
class AWatchpostGameMode [L37]
function AWatchpostGameMode(); [L40]Examples/ForgeMassExamples/Source/ForgeMassExamples/Public/WatchpostReview.h
text
class AWatchpostReview [L8]
function void Start(AWatchpostController* Player); [L11]
function void Step(); [L13]
function void Check(bool Result,const TCHAR* Reason); [L13]
function void Press(FName Name); [L13]
function void Capture(const TCHAR* Name); [L13]
field TObjectPtr<AWatchpostController> Controller; [L14]
field FTimerHandle Timer; [L15]
field int32 Stage=0; [L15]
field bool Passed=true; [L15]Examples/ForgeMassExamples/Source/ForgeMassExamplesEditor.Target.cs
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C# class ForgeMassExamplesEditorTarget : TargetRules [L2]
constructor ForgeMassExamplesEditorTarget(TargetInfo Target) [L4]
module dependencies ExtraModuleNames: ForgeMassExamples, ForgeMassExamplesEditor [L4]Examples/ForgeMassExamples/Source/ForgeMassExamplesEditor/ForgeMassExamplesEditor.Build.cs
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C# class ForgeMassExamplesEditor : ModuleRules [L2]
constructor ForgeMassExamplesEditor(ReadOnlyTargetRules Target) [L4]
module dependencies PublicDependencyModuleNames: Core, CoreUObject, Engine [L4]
module dependencies PrivateDependencyModuleNames: UnrealEd, UMG, UMGEditor, Kismet, KismetCompiler, BlueprintGraph, AssetRegistry, Slate, SlateCore, InterfaceForge, CommonUI, MassForge, ForgeMassExamples [L4]Examples/ForgeMassExamples/Source/ForgeMassExamplesEditor/Private/WatchpostAuthoring.cpp
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function T* Node(UEdGraph* G,int X,int Y) [L46]
function void Link(UEdGraphPin* A,UEdGraphPin* B) [L47]
function UK2Node_CallFunction* Call(UEdGraph* G,UClass* Class,FName Name,int X,int Y) [L48]
function UK2Node_VariableGet* Get(UEdGraph* G,FName Name,int X,int Y) [L49]
function UK2Node_Event* Event(UEdGraph* G,UClass* Class,FName Name) [L50]
function bool Save(UObject* Object) [L51]
function UWidgetBlueprint* Create(const TCHAR* Name,UClass* Parent) [L52]
function UEdGraph* Graph(UWidgetBlueprint* BP) [L53]
function void Compile(UWidgetBlueprint* BP) [L54]
function T* Widget(UWidgetBlueprint* BP,FName Name) [L55]
function void FinishScreen(UWidgetBlueprint* BP) [L56]
function UIFText* Text(UWidgetBlueprint* BP,FName Name,const TCHAR* Value,int32 Size) [L86]
function bool Entry() [L87]
function bool Screen() [L105]
function bool UWatchpostAuthoring::CreateInterface() [L135]Examples/ForgeMassExamples/Source/ForgeMassExamplesEditor/Public/WatchpostAuthoring.h
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class UWatchpostAuthoring [L6]
function static bool CreateInterface(); [L9]Integrations/InterfaceForgeMass/Source/InterfaceForgeMass/InterfaceForgeMass.Build.cs
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C# class InterfaceForgeMass : ModuleRules [L3]
constructor InterfaceForgeMass(ReadOnlyTargetRules Target) [L5]
module dependencies PublicDependencyModuleNames: Core, CoreUObject, Engine, InterfaceForge, MassForge [L8]
module dependencies PrivateDependencyModuleNames: MassEntity, MassActors [L9]Integrations/InterfaceForgeMass/Source/InterfaceForgeMass/Private/IFMassEntitySource.cpp
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function EIFMassViewState UIFMassEntitySource::ObserveEntity(const UObject* Context,FMFEntityHandle Entity,FMFAttributeId ValueAttribute,FText Title,float FixedMaximum) [L10]
function EMFEntityResolveResult UIFMassEntitySource::ObserveActor(const UObject* Context,AActor* Actor,FMFAttributeId ValueAttribute,FText Title,float FixedMaximum) [L23]
function void UIFMassEntitySource::SetUnavailable(EIFMassViewState NewState,const FText& Reason) [L29]
function EIFMassViewState UIFMassEntitySource::RefreshEntity() [L37]
function void UIFMassEntitySource::StopObserving() [L62]
function UObject* UIFMassEntitySource::GetUIModel_Implementation(FName Name) [L69]
function bool UIFMassEntitySource::RequestUIAction_Implementation(FName ActionName,UObject* Context) [L70]
function bool UIFMassViewSubsystem::DoesSupportWorldType(EWorldType::Type Type)const [L77]
function void UIFMassViewSubsystem::Initialize(FSubsystemCollectionBase& Collection) [L78]
function void UIFMassViewSubsystem::Deinitialize() [L83]
function bool UIFMassViewSubsystem::RegisterSource(UIFMassEntitySource* Source) [L90]
function void UIFMassViewSubsystem::UnregisterSource(UIFMassEntitySource* Source) [L96]
function void UIFMassViewSubsystem::AttributeChanged(FMFEntityHandle Entity,FMFAttributeId,float,float,FName,bool) [L101]
function void UIFMassViewSubsystem::Tick(float) [L103]
function TStatId UIFMassViewSubsystem::GetStatId()const [L112]
function int32 UIFMassViewSubsystem::GetObservedSourceCount()const [L113]Integrations/InterfaceForgeMass/Source/InterfaceForgeMass/Private/Tests/IFMassAdapterTests.cpp
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macro object IMPLEMENT_SIMPLE_AUTOMATION_TEST(FIFMassAdapterTest,"InterfaceForge.MassAdapter.Lifecycle",EAutomationTestFlags::EditorContext|EAutomationTestFlags::EngineFilter) [L17]
function bool FIFMassAdapterTest::RunTest(const FString&) [L18]
function TStrongObjectPtr<UMF_VitalAttributesSchemaData> Schema(NewObject<UMF_VitalAttributesSchemaData>()); [L21]
field UMF_MassForgeAttributesSchemaSettings* S; [L25]
field TSoftObjectPtr<UMF_VitalAttributesSchemaData> Value; [L25]
function ~FRestore() [L25]
struct FRestore [L25]
field UWorld* W; [L30]
field bool bDestroyed=false; [L30]
function ~FCleanup() [L30]
struct FCleanup [L30]
function TStrongObjectPtr<UIFMassEntitySource> Source(NewObject<UIFMassEntitySource>()); [L36]
function TStrongObjectPtr<UIFMassTestSink> Sink(NewObject<UIFMassTestSink>()); [L41]
function TStrongObjectPtr<UIFMassEntitySource> ActorSource(NewObject<UIFMassEntitySource>()); [L52]
function TStrongObjectPtr<UIFMassEntitySource> View(NewObject<UIFMassEntitySource>()); [L63]
function TStrongObjectPtr<UIFMassEntitySource> Extra(NewObject<UIFMassEntitySource>()); [L64]Integrations/InterfaceForgeMass/Source/InterfaceForgeMass/Private/Tests/IFMassTestSink.h
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class UIFMassTestSink [L8] — Internal automation receiver; no game or authoring workflow depends on it.
field int32 Changes=0,Actions=0; [L12]
field bool bStopOnChange=false; [L12]
field TObjectPtr<UIFMassEntitySource> Source; [L13]
function void Changed() [L14]
function void Requested(FName ActionName,FMFEntityHandle Entity,UObject* Context) [L15]Integrations/InterfaceForgeMass/Source/InterfaceForgeMass/Public/IFMassEntitySource.h
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enum EIFMassViewState [L13]
value Uninitialized [L13]
value Ready [L13]
value WaitingForMass [L13]
value InvalidEntity [L13]
value UnavailableAttribute [L13]
value InvalidWorld [L13]
value CapacityReached [L13]
value Released [L13]
function DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FIFMassUIActionRequested,FName,ActionName,FMFEntityHandle,Entity,UObject*,Context) [L14]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FIFMassUIActionRequested,FName,ActionName,FMFEntityHandle,Entity,UObject*,Context); [L14]
class UIFMassEntitySource [L18] — A presentation-only adapter. The project owns selection, actions and authority.
function EIFMassViewState ObserveEntity(const UObject* WorldContextObject,FMFEntityHandle Entity,FMFAttributeId ValueAttribute,FText Title,float FixedMaximum=100.f); [L24] — Bind an explicit world-scoped handle. Handles do not contain a world ID; use the originating world.
function EMFEntityResolveResult ObserveActor(const UObject* WorldContextObject,AActor* Actor,FMFAttributeId ValueAttribute,FText Title,float FixedMaximum=100.f); [L27] — Resolve MassForge's actual Actor representation, including different-world/stale failures.
field FMFAttributeId MaximumAttribute; [L29] — Optional configured maximum attribute. None uses the explicit fixed maximum.
field bool bForwardActions=false; [L31] — Opt in to forwarding requests to the owning project's callback. This adapter executes no gameplay.
field FIFMassUIActionRequested OnActionRequested; [L32]
function void StopObserving(); [L33]
function EIFMassViewState RefreshEntity(); [L34]
function EIFMassViewState GetViewState() const [L35]
function FMFEntityHandle GetObservedEntity() const [L36]
function UIFPresentationData* GetEntityModel() const [L38] — Stable object through updates, invalidation and release. Use Initialize Entry with this model.
function virtual UObject* GetUIModel_Implementation(FName ModelName) override; [L39]
function virtual bool RequestUIAction_Implementation(FName ActionName,UObject* Context) override; [L40]
function virtual UWorld* GetWorld() const override [L41]
function void SetUnavailable(EIFMassViewState NewState,const FText& Reason); [L44]
field TObjectPtr<UIFPresentationData> Model; [L45]
field TWeakObjectPtr<UWorld> ObservedWorld; [L46]
field FMFEntityHandle Handle; [L47]
field FMFAttributeId Attribute; [L47]
field EIFMassViewState State=EIFMassViewState::Uninitialized; [L48]
field float Maximum=100.f; [L49]
field bool bNeedsRefresh=true; [L49]
class UIFMassViewSubsystem [L54] — One bounded watcher registry per world. Never queries the whole entity population or ticks widgets.
function virtual void Initialize(FSubsystemCollectionBase& Collection) override; [L58]
function virtual void Deinitialize() override; [L59]
function virtual void Tick(float DeltaTime) override; [L60]
function virtual TStatId GetStatId() const override; [L61]
function virtual bool IsTickableWhenPaused() const override [L62]
function bool RegisterSource(UIFMassEntitySource* Source); [L63]
function void UnregisterSource(UIFMassEntitySource* Source); [L64]
function int32 GetObservedSourceCount() const; [L65]
field static constexpr int32 MaxObservedSources=512; [L66]
function virtual bool DoesSupportWorldType(EWorldType::Type Type) const override; [L68]
function void AttributeChanged(FMFEntityHandle Entity,FMFAttributeId Attribute,float Previous,float Current,FName Source,bool bClamped); [L70]
field TObjectPtr<UMF_AttributeSubsystem> Attributes; [L71]
field TArray<TWeakObjectPtr<UIFMassEntitySource>> Sources; [L72]
field FCriticalSection PendingGuard; [L73]
field TSet<FMFEntityHandle> WatchedEntities,Pending; [L74]
field FDelegateHandle AttributeHandle; [L75]
field double NextLifetimeCheck=0; [L76]
field bool bShuttingDown=false; [L77]Plugins/InterfaceForge/Source/InterfaceForge/InterfaceForge.Build.cs
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C# class InterfaceForge : ModuleRules [L3]
constructor InterfaceForge(ReadOnlyTargetRules Target) [L5]
module dependencies PublicDependencyModuleNames: Core, CoreUObject, Engine, UMG, Slate, SlateCore, CommonUI, CommonInput, EnhancedInput, InputCore, GameplayTags [L8]
module dependencies PrivateDependencyModuleNames: ApplicationCore, DeveloperSettings [L9]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFActionPrompt.cpp
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function void UIFActionPrompt::NativeOnInitialized() [L18]
function void UIFActionPrompt::NativeConstruct() [L30]
function void UIFActionPrompt::NativeDestruct() [L49]
function void UIFActionPrompt::RefreshPrompt() [L66]
function void UIFActionPrompt::InputChanged(EIFInputPresentation,EIFInputPresentation) [L98]
function void UIFActionPrompt::SettingsChanged(UEnhancedInputUserSettings*) [L99]
function void UIFActionPrompt::SettingsApplied() [L100]
function void UIFActionPrompt::ThemeChanged(UIFTheme*) [L101]
function void UIFActionPrompt::ProfileChanged(const UEnhancedPlayerMappableKeyProfile*) [L102]
function void UIFActionPrompt::MethodChanged(ECommonInputType) [L103]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFBindingEntry.cpp
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function void PresentBindingStatus(UTextBlock* Label,const FText& Message) [L15]
function void UIFBindingEntry::NativeConstruct() [L18]
function void UIFBindingEntry::NativeDestruct() [L24]
function void UIFBindingEntry::RefreshBinding() [L25]
function TGuardValue<bool> Guard(bRefreshing,true); [L28]
function void UIFBindingEntry::SelectorStateChanged() [L35]
function void UIFBindingEntry::RefreshKeyPresentation() [L36]
function void UIFBindingEntry::KeySelected(FInputChord Chord) [L48]
function bool UIFBindingEntry::RestoreBindingDefault() [L55]
function void UIFRemappingScreen::NativeConstruct() [L60]
function void UIFRemappingScreen::VisitBindings(TFunctionRef<void(UIFBindingEntry*)> Visitor) [L67]
function void UIFRemappingScreen::NativeOnActivated() [L71]
function void UIFRemappingScreen::ApplyClicked() [L76]
function bool UIFRemappingScreen::ApplyBindings() [L77]
function void UIFRemappingScreen::CancelBindings() [L83]
function void UIFRemappingScreen::RestoreBindingDefaults() [L84]
function bool UIFRemappingScreen::NativeOnHandleBackAction() [L85]
function void UIFRemappingScreen::NativeOnDeactivated() [L86]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFButton.cpp
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function UIFButtonStyle::UIFButtonStyle() [L17]
function UIFButton::UIFButton() [L26]
function void UIFButton::NativeOnInitialized() [L33]
function TSharedRef<SWidget> UIFButton::RebuildWidget() [L38]
function TGuardValue<bool> Guard(bBuildingPreviewContent,IsDesignTime()); [L44]
function void UIFButton::NativePreConstruct() [L49]
function void UIFButton::EnsureNativeContent() [L56]
function void UIFButton::SetLabel(FText Text) [L71]
function void UIFButton::SetButtonRole(EIFButtonRole NewRole) [L72]
function void UIFButton::SetTooltipData(UObject* Data) [L73]
function void UIFButton::SetActionAvailability(bool Available,FText Reason) [L75]
function void UIFButton::SynchronizeProperties() [L81]
function void UIFButton::NativeOnAddedToFocusPath(const FFocusEvent& Event) [L82]
function void UIFButton::NativeOnRemovedFromFocusPath(const FFocusEvent& Event) [L84]
function UIFTheme* UIFButton::ResolveTheme() const [L86]
function void UIFButton::RefreshAppearance() [L92]
function void UIFButton::PresentAppearance() [L166]
function void UIFButton::StopAppearanceAnimation() [L171]
function void UIFButton::UpdateAppearanceColors(FLinearColor Tint,FLinearColor Text,float Seconds) [L173]
function bool UIFButton::AdvanceAppearance(float DeltaSeconds) [L184]
function void UIFButton::NativeConstruct() [L192]
function void UIFButton::NativeDestruct() [L205]
function void UIFButton::ThemeChanged(UIFTheme*) [L215]
function void UIFButton::PreferencesChanged(const FIFUIPreferences&) [L216]
function void UIFButton::InputChanged(EIFInputPresentation,EIFInputPresentation) [L217]
function void UIFButton::NativeOnMouseEnter(const FGeometry& Geometry,const FPointerEvent& Event) [L218]
function void UIFButton::NativeOnMouseLeave(const FPointerEvent& Event) [L229]
function void UIFButton::NativeOnHovered() [L234]
function void UIFButton::NativeOnUnhovered() [L239]
function void UIFButton::NativeOnPressed() [L240]
function void UIFButton::NativeOnReleased() [L241]
function void UIFButton::NativeOnSelected(bool bBroadcast) [L242]
function void UIFButton::NativeOnDeselected(bool bBroadcast) [L243]
function void UIFButton::NativeOnEnabled() [L244]
function void UIFButton::NativeOnDisabled() [L245]
function void UIFButton::NativeOnClicked() [L246]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFCenterTint.cpp
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function float Unit(float V) [L6]
function UIFCenterTint::UIFCenterTint() [L7]
function void UIFCenterTint::SetRemainingFraction(float Fraction) [L13]
function void UIFCenterTint::SynchronizeProperties() [L14]
function void UIFCenterTint::RefreshTint() [L15]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFCommandButton.cpp
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function void UIFCommandButton::NativeConstruct() [L7]
function void UIFCommandButton::RefreshCommandBinding() [L8]
function void UIFCommandButton::RefreshCommandModel() [L20]
function void UIFCommandButton::NativeOnClicked() [L26]
function void UIFCommandButton::NativeDestruct() [L35]
function void UIFCommandButton::ClearCommandBinding() [L39]
function void UIFCommandButton::SetCommandContext(UObject* Context) [L44]
function UObject* UIFCommandButton::GetCommandContext()const [L48]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFDialog.cpp
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function UIFDialog::UIFDialog() [L26]
function void UIFDialog::NativeOnInitialized() [L27]
function void UIFDialog::InitializeScreen_Implementation(UObject* Data) [L52]
function void UIFDialog::RefreshContent() [L54]
function void UIFDialog::Confirm() [L61]
function void UIFDialog::Cancel() [L62]
function void UIFDialog::Reply(EIFDialogResult Result) [L63]
function void UIFDialog::OnThemeUpdated_Implementation(UIFTheme* Theme) [L64]
function void UIFDialog::Finish(EIFDialogResult Result) [L74]
function bool UIFDialog::NativeOnHandleBackAction() [L82]
function void UIFDialog::NativeOnDeactivated() [L83]
function FReply UIFDialog::NativeOnMouseButtonDown(const FGeometry&,const FPointerEvent&) [L88]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFHUDLayout.cpp
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function bool Finite(FVector2D V) [L10]
function bool UIFHUDLayout::ValidRegion(const FIFHUDRegion& R) [L11]
function bool UIFHUDLayout::ValidateProfile(const UIFHUDLayoutProfile* P) const [L17]
function void UIFHUDLayout::NativeOnInitialized() [L24]
function void UIFHUDLayout::NativePreConstruct() [L36]
function void UIFHUDLayout::NativeConstruct() [L37]
function void UIFHUDLayout::PrepareRegions() [L45]
function bool UIFHUDLayout::SetLayoutProfile(UIFHUDLayoutProfile* P) [L56]
function bool UIFHUDLayout::SetRegionWidget(FName Region,UWidget* Widget) [L61]
function UWidget* UIFHUDLayout::GetRegionWidget(FName Region) const [L71]
function bool UIFHUDLayout::OverrideRegion(FIFHUDRegion R) [L72]
function void UIFHUDLayout::ResetRegionOverrides() [L77]
function void UIFHUDLayout::NativeTick(const FGeometry& G,float DT) [L78]
function void UIFHUDLayout::RefreshLayout() [L83]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFInputPresentation.cpp
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global declaration const FName IntentLock(TEXT("InterfaceForge.Intent")); [L25]
function ECommonInputType Family(EIFInputPresentation Mode) [L26]
function EIFInputPresentation PresentationFor(ECommonInputType Type) [L30]
class FIFIntentProcessor [L36]
function explicit FIFIntentProcessor(UIFInputPresentationSubsystem& InOwner) : Owner(InOwner) [L39]
function virtual void Tick(float, FSlateApplication&, TSharedRef<ICursor>) override [L40]
function virtual const TCHAR* GetDebugName() const override [L41]
function virtual bool HandleKeyDownEvent(FSlateApplication&, const FKeyEvent& Event) override [L42]
function virtual bool HandleKeyUpEvent(FSlateApplication&,const FKeyEvent& Event) override [L56]
function virtual bool HandleAnalogInputEvent(FSlateApplication&, const FAnalogInputEvent& Event) override [L61]
function virtual bool HandleMouseMoveEvent(FSlateApplication&, const FPointerEvent& Event) override [L82]
function virtual bool HandleMouseButtonDownEvent(FSlateApplication&, const FPointerEvent& Event) override [L100]
function virtual bool HandleMouseButtonDoubleClickEvent(FSlateApplication&, const FPointerEvent& Event) override [L101]
function virtual bool HandleMouseWheelOrGestureEvent(FSlateApplication&, const FPointerEvent& Event,const FPointerEvent* Gesture) override [L102]
function void Reset() [L104]
field bool bIgnoreMove=false; [L105]
function bool RoutePIEBack(const FKeyEvent& Event) [L108]
function void PointerIntent(const FPointerEvent& Event) [L129]
field UIFInputPresentationSubsystem& Owner; [L134]
field FVector2D NetTravel=FVector2D::ZeroVector; [L135]
field double WindowStart=0; [L136]
field TMap<FKey,bool> HeldAxes; [L137]
function void UIFInputPresentationSubsystem::Initialize(FSubsystemCollectionBase& Collection) [L140]
function void UIFInputPresentationSubsystem::SetObservationEnabled(bool bEnabled) [L153]
function TGuardValue<bool> Guard(bApplyingIntent,true); [L164]
function bool UIFInputPresentationSubsystem::IsRelevant(const FInputEvent& Event) const [L173]
function void UIFInputPresentationSubsystem::AcceptIntent(EIFInputPresentation Intent,FInputDeviceId Device) [L197]
function TGuardValue<bool> Guard(bApplyingIntent,true); [L205] — Replace the same named lock atomically: never unlock into the raw jitter state between devices.
function void UIFInputPresentationSubsystem::HandleCommonInputChanged(ECommonInputType Type) [L211]
function void UIFInputPresentationSubsystem::Publish(EIFInputPresentation NewPresentation) [L217]
function void UIFInputPresentationSubsystem::HandleDeviceConnection(EInputDeviceConnectionState State,FPlatformUserId User,FInputDeviceId Device) [L224]
function void UIFInputPresentationSubsystem::IgnoreNextPointerMove() [L230]
function void UIFInputPresentationSubsystem::Deinitialize() [L231]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFKeySelector.cpp
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function TSharedRef<SWidget> UIFKeySelector::RebuildWidget() [L9]
function void UIFKeySelector::ReleaseSlateResources(bool bReleaseChildren) [L21]
function void UIFKeySelector::SynchronizeProperties() [L27]
function void UIFKeySelector::ThemeChanged(UIFTheme*) [L28]
function void UIFKeySelector::PreferencesChanged(const FIFUIPreferences&) [L29]
function void UIFKeySelector::RefreshAppearance() [L30]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFMapView.cpp
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class SIFMap [L10]
function SLATE_BEGIN_ARGS(SIFMap) [L13]
function SLATE_END_ARGS() [L13]
function void Construct(const FArguments&,UIFMapView* InOwner) [L14]
function virtual FVector2D ComputeDesiredSize(float) const override [L15]
function virtual bool SupportsKeyboardFocus() const override [L16]
function virtual FReply OnMouseButtonDown(const FGeometry& G,const FPointerEvent& E) override [L17]
function virtual FReply OnTouchStarted(const FGeometry& G,const FPointerEvent& E) override [L23]
function virtual FReply OnKeyDown(const FGeometry&,const FKeyEvent& E) override [L24]
function virtual int32 OnPaint(const FPaintArgs&,const FGeometry& G,const FSlateRect&,FSlateWindowElementList& Out,int32 L,const FWidgetStyle& Style,bool Enabled) const override [L39]
function virtual void OnFocusLost(const FFocusEvent& E)override [L64]
field TWeakObjectPtr<UIFMapView> Owner; [L65]
field FVector2D Cursor=FVector2D(.5,.5); [L65]
field bool bEditingCursor=false; [L65]
function TSharedRef<SWidget> UIFMapView::RebuildWidget() [L67]
function void UIFMapView::ReleaseSlateResources(bool Children) [L68]
function void UIFMapView::SetMapData(UIFMapData* Data) [L69]
function void UIFMapView::RefreshMap() [L74]
function void UIFMapView::RefreshScreenBinding() [L75]
function const TArray<FIFMapMarker>& UIFMapView::GetMarkers()const [L80]
function const TArray<FVector2D>& UIFMapView::GetViewCorners()const [L81]
function void UIFMapView::PressLocation(FVector2D P,bool Alternate) [L82]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFNavigationInputData.cpp
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struct FIFDefaultAction [L11]
function FIFDefaultAction(const FText& Name,FKey Keyboard,FKey Gamepad) [L13]
function FDataTableRowHandle UIFNavigationInputData::GetDefaultAcceptAction() [L21]
function FDataTableRowHandle UIFNavigationInputData::GetDefaultBackAction() [L23]
function FKey UIFNavigationInputData::GetNavigationActionKey(UUserWidget* Widget,FDataTableRowHandle Action) [L25]
function UIFNavigationInputData::UIFNavigationInputData() [L33]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFNotifications.cpp
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function UIFNotificationLayer::UIFNotificationLayer(const FObjectInitializer& Initializer):Super(Initializer) [L16]
function void UIFNotificationLayer::NativeOnInitialized() [L18]
function void UIFNotificationLayer::RegisterEntryHost(UContentWidget* Host) [L28]
function bool UIFNotificationLayer::ShowEntry(UObject* Data,TSubclassOf<UUserWidget> Class) [L34]
function void UIFNotificationLayer::ClearEntry() [L46]
function void UIFNotificationLayer::NativeDestruct() [L51]
function void UIFNotificationLayer::NativeTick(const FGeometry& Geometry,float DeltaSeconds) [L52]
function bool UIFNotificationSubsystem::RegisterNotificationLayer(UIFNotificationLayer* Presenter) [L62]
function void UIFNotificationSubsystem::UnregisterNotificationLayer(UIFNotificationLayer* Presenter) [L68]
function void UIFNotificationSubsystem::RefreshNotificationPresentation() [L70]
function FGuid UIFNotificationSubsystem::PostNotification(FText Title,FText Message,float Duration,FName Key,UObject* Scope,TSubclassOf<UUserWidget> Class) [L72]
function FGuid UIFNotificationSubsystem::PostNotificationData(UObject* Data,float Duration,FName Key,UObject* Scope,TSubclassOf<UUserWidget> Class) [L78]
function FGuid UIFNotificationSubsystem::Enqueue(UObject* Data,float Duration,FName Key,UObject* Scope,TSubclassOf<UUserWidget> Class) [L80]
function bool UIFNotificationSubsystem::EndNotification(FGuid Id,EIFNotificationEndReason Reason) [L102]
function bool UIFNotificationSubsystem::DismissNotification(FGuid Id) [L109]
function int32 UIFNotificationSubsystem::DismissScope(UObject* Scope) [L110]
function void UIFNotificationSubsystem::ClearNotifications() [L116]
function TGuardValue<bool> Guard(bClearing,true); [L118]
function void UIFNotificationSubsystem::SetQueueCapacity(int32 Capacity) [L122]
function TGuardValue<bool> Guard(bClearing,true); [L125]
function UObject* UIFNotificationSubsystem::GetNotificationData(FGuid Id) const [L130]
function float UIFNotificationSubsystem::GetRemainingSeconds(FGuid Id) const [L132]
function void UIFNotificationSubsystem::Advance(float DeltaSeconds,bool Suppressed) [L134]
function void UIFNotificationSubsystem::Deinitialize() [L158]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFPresentation.cpp
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function void UIFPresentationData::SetFraction(float NewFraction) [L4]
function void UIFCollectionData::SetItems(const TArray<UObject*>& NewItems) [L10]
function UIFTheme::UIFTheme() [L17]
function void UIFEntryWidget::InitializeEntry_Implementation(UObject* Data) [L26]
function void UIFEntryWidget::RefreshEntry_Implementation() [L35]
function void UIFEntryWidget::SetEntrySelected_Implementation(bool bSelected) [L36]
function void UIFEntryWidget::ReleaseEntry_Implementation() [L37]
function void UIFEntryWidget::HandleDataChanged() [L49]
function void UIFEntryWidget::NativeOnListItemObjectSet(UObject* Item) [L50]
function void UIFEntryWidget::NativeOnItemSelectionChanged(bool bSelected) [L52]
function void UIFEntryWidget::NativeOnEntryReleased() [L54]
function void UIFEntryWidget::NativeDestruct() [L56]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFProgressWidget.cpp
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class SIFProgress [L13]
function SLATE_BEGIN_ARGS(SIFProgress) [L16]
function SLATE_END_ARGS() [L16]
function void Construct(const FArguments&,UIFProgressWidget* InOwner) [L17]
function virtual FVector2D ComputeDesiredSize(float) const override [L18]
function virtual bool ComputeVolatility() const override [L19]
function virtual int32 OnPaint(const FPaintArgs&,const FGeometry& G,const FSlateRect&,FSlateWindowElementList& Out,int32 Layer,const FWidgetStyle& WidgetStyle,bool Enabled) const override [L20]
field TWeakObjectPtr<UIFProgressWidget> Owner; [L98]
function TSharedRef<SWidget> UIFProgressWidget::RebuildWidget() [L100]
function void UIFProgressWidget::ReleaseSlateResources(bool Children) [L107]
function void UIFProgressWidget::ThemeChanged(UIFTheme*) [L109]
function void UIFProgressWidget::RefreshAppearance() [L110]
function void UIFProgressWidget::SetLinearBrushes(FSlateBrush Fill,FSlateBrush Track) [L122]
function void UIFProgressWidget::SynchronizeProperties() [L124]
function void UIFProgressWidget::SetFraction(float Value) [L125]
function bool UIFProgressWidget::ConfigureProgress(EIFProgressStyle NewStyle,FVector2D NewDesiredSize,int32 NewSegments,bool bReversed,float NewStartOffset) [L132]
function int32 UIFProgressWidget::GetDisplayedCharges() const [L139]
function void UIFProgressWidget::StartCooldown(float Seconds) [L146]
function void UIFProgressWidget::ClearCooldown() [L152]
function float UIFProgressWidget::GetRemainingSeconds() const [L153]
function float UIFProgressWidget::GetDisplayedFraction() const [L154]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFReadoutEntry.cpp
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function void UIFReadoutEntry::NativeConstruct() [L14]
function void UIFReadoutEntry::InitializeEntry_Implementation(UObject* Data) [L15]
function void UIFReadoutEntry::RefreshFraction(float Fraction) [L20]
function void UIFReadoutEntry::RefreshScreenBinding() [L27]
function void UIFReadoutEntry::RefreshEntry_Implementation() [L43]
function void UIFReadoutEntry::ReleaseEntry_Implementation() [L73]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFRemapping.cpp
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function bool SameMapping(const FMapPlayerKeyArgs& A,const FMapPlayerKeyArgs& B) [L8]
function UIFRemappingSubsystem::UIFRemappingSubsystem() [L11]
function UEnhancedInputUserSettings* UIFRemappingSubsystem::Settings() const [L13]
function const FPlayerKeyMapping* UIFRemappingSubsystem::FindMapping(const FMapPlayerKeyArgs& Args) const [L15]
function bool UIFRemappingSubsystem::BeginEdit(FText& Failure) [L17]
function bool UIFRemappingSubsystem::ValidateMapping(const FMapPlayerKeyArgs& Args,FText& Failure) const [L25]
function bool UIFRemappingSubsystem::StageKeyMapping(FMapPlayerKeyArgs Args,FText& Failure) [L51]
function bool UIFRemappingSubsystem::StageDefault(FMapPlayerKeyArgs Args,FText& Failure) [L60]
function FKey UIFRemappingSubsystem::GetPreviewKey(FMapPlayerKeyArgs Args) const [L66]
function bool UIFRemappingSubsystem::StageRegisteredKey(FName Name,EIFInputPresentation Family,FKey Key,FText& Failure) [L68]
function bool UIFRemappingSubsystem::StageRegisteredDefault(FName Name,EIFInputPresentation Family,FText& Failure) [L74]
function FKey UIFRemappingSubsystem::GetRegisteredPreviewKey(FName Name,EIFInputPresentation Family) const [L80]
function bool UIFRemappingSubsystem::GetRegisteredMapping(FName Name, EIFInputPresentation Family,FMapPlayerKeyArgs& Out) const [L82]
function bool UIFRemappingSubsystem::ValidatePending(FText& Failure) const [L95]
function bool UIFRemappingSubsystem::Apply(FText& Failure) [L103]
function void UIFRemappingSubsystem::Cancel() [L122]
function void UIFRemappingSubsystem::Deinitialize() [L123]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFScreen.cpp
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function void UIFScreen::NativeConstruct() [L31]
function void UIFScreen::NativeDestruct() [L43]
function void UIFScreen::NativeOnActivated() [L54]
function void UIFScreen::NativeOnDeactivated() [L71]
function bool UIFScreen::RegisterNavigationHintHost(UContentWidget* Host,TSubclassOf<UUserWidget> EntryClass,bool YieldToNotifications) [L87]
function void UIFScreen::UnregisterNavigationHintHost() [L89]
function void UIFScreen::RequestBack() [L91]
function UIFRootLayout* UIFScreen::GetRootLayout() const [L92]
function UObject* UIFScreen::GetUIModel(FName ModelName) const [L94]
function bool UIFScreen::RequestUIAction(FName ActionName,UObject* Context) [L96]
function void UIFScreen::RefreshInputPresentation() [L98]
function void UIFScreen::HandleInputPresentation(EIFInputPresentation Presentation,EIFInputPresentation Previous) [L103]
function UIFScreen::UIFScreen() [L142]
function void UIFScreen::OnInputPresentationUpdated_Implementation(EIFInputPresentation) [L143]
function void UIFScreen::OnThemeUpdated_Implementation(UIFTheme*) [L144]
function void UIFScreen::OnPreferencesUpdated_Implementation(const FIFUIPreferences&) [L145]
function void UIFScreen::InitializeScreen_Implementation(UObject* Data) [L146]
function UWidget* UIFScreen::NativeGetDesiredFocusTarget() const [L147]
function bool UIFScreen::ForwardGameplayAnalogInput(const FAnalogInputEvent& Event) [L159]
function void UIFScreen::ReleaseGameplayAnalogInput() [L174]
function bool UIFScreen::ForwardGameplayKeyInput(const FKeyEvent& Event,bool Pressed) [L182]
function FReply UIFScreen::NativeOnPreviewKeyDown(const FGeometry& Geometry,const FKeyEvent& Event) [L198]
function bool UIFScreen::NativeOnHandleBackAction() [L212]
function TOptional<FUIInputConfig> UIFScreen::GetDesiredInputConfig() const [L216]
function UIFRootLayout::UIFRootLayout() [L222]
function UIFDialog* UIFRootLayout::PushDialog(UIFDialogData* Data) [L223]
function void UIFRootLayout::NativeOnInitialized() [L225]
function void UIFRootLayout::RegisterLayer(EIFLayer Layer,UCommonActivatableWidgetStack* Stack) [L247]
function TGuardValue<bool> ClearingGuard(bClearingLayers,true); [L249]
function void UIFRootLayout::HandleLayerTransition(UCommonActivatableWidgetContainerBase* Container,bool Transitioning) [L258]
function bool UIFRootLayout::RegisterNotificationLayer(UIFNotificationLayer* Presenter) [L277]
function void UIFRootLayout::RefreshTopPresentation(UCommonActivatableWidget*) [L287]
function void UIFRootLayout::NativeConstruct() [L294]
function void UIFRootLayout::NativeDestruct() [L316]
function void UIFRootLayout::NativeTick(const FGeometry& Geometry,float DeltaSeconds) [L326]
function void UIFRootLayout::ApplyPreferences(const FIFUIPreferences& Preferences) [L333]
function void UIFRootLayout::ApplyTheme(UIFTheme* Theme) [L335]
function UIFScreen* UIFRootLayout::PushScreen(EIFLayer Layer,TSubclassOf<UIFScreen> Class,UObject* Data) [L340]
function bool UIFRootLayout::GoBack() [L351]
function void UIFRootLayout::ClearLayer(EIFLayer Layer) [L357]
function TGuardValue<bool> ClearingGuard(bClearingLayers,true); [L358]
function bool UIFRootLayout::RemoveScreen(UIFScreen* Screen) [L359]
function bool UIFRootLayout::ReserveScreenLoad(UIFScreenLoadAction* Request) [L368]
function void UIFRootLayout::ReleaseScreenLoad(UIFScreenLoadAction* Request) [L373]
function void UIFRootLayout::StopScreenLoads() [L375]
function UIFRootLayout* UIFLocalPlayerSubsystem::CreateRoot(TSubclassOf<UIFRootLayout> Class) [L377]
function UIFScreen* UIFRootLayout::GetTopScreen() const [L393]
function UIFScreen* UIFRootLayout::GetActiveScreen(EIFLayer Layer) const [L399]
function void UIFLocalPlayerSubsystem::RemoveRoot() [L401]
function void UIFLocalPlayerSubsystem::SetTheme(UIFTheme* Theme) [L409]
function void UIFLocalPlayerSubsystem::Deinitialize() [L410]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFScreenLoading.cpp
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function UIFScreenLoadAction* UIFScreenLoadAction::PushScreenAsync(UIFRootLayout* Root,EIFLayer Layer,TSoftClassPtr<UIFScreen> ScreenClass,UObject* Data,FText Title,UObject* Scope) [L23]
function bool UIFScreenLoadAction::CheckOwner() const [L33]
function void UIFScreenLoadAction::Activate() [L40]
function bool UIFScreenLoadAction::Advance(float) [L58]
function void UIFScreenLoadAction::Loaded() [L67]
function void UIFScreenLoadAction::CommitScreen() [L72]
function void UIFScreenLoadAction::CancelLoading() [L91]
function void UIFScreenLoadAction::Finish(EIFScreenLoadState Result,UIFScreen* Screen,FText Reason) [L93]
function void UIFScreenLoadAction::BeginDestroy() [L111]
function UIFLoadingScreen::UIFLoadingScreen() [L118]
function void UIFLoadingScreen::NativeOnInitialized() [L119]
function void UIFLoadingScreen::InitializeScreen_Implementation(UObject* Data) [L143]
function void UIFLoadingScreen::OnLoadingUpdated_Implementation() [L150]
function void UIFLoadingScreen::CancelLoading() [L157]
function bool UIFLoadingScreen::NativeOnHandleBackAction() [L158]
function void UIFLoadingScreen::NativeDestruct() [L159]
function FReply UIFLoadingScreen::NativeOnMouseButtonDown(const FGeometry&,const FPointerEvent&) [L161]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFScrollBox.cpp
text
function float ResolveThickness(UIFTheme* Theme) [L16]
function void ThemeBar(FScrollBarStyle& Style,UIFTheme* Theme) [L18]
function TSharedPtr<SScrollBar> FindListBar(const TSharedRef<SWidget>& Widget) [L31]
function void UIFScrollBox::ApplyThemeToScrollBox(UScrollBox* ScrollBox,UIFTheme* Theme) [L42]
function bool UIFScrollBox::ApplyThemeToListView(UListView* ListView,UIFTheme* Theme) [L57]
function TSharedRef<SWidget> UIFScrollBox::RebuildWidget() [L74]
function void UIFScrollBox::ReleaseSlateResources(bool bReleaseChildren) [L82]
function void UIFScrollBox::SynchronizeProperties() [L87]
function void UIFScrollBox::ThemeChanged(UIFTheme*) [L88]
function void UIFScrollBox::RefreshAppearance() [L89]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFSelectionOverlay.cpp
text
class SIFSelectionOverlay [L9]
function SLATE_BEGIN_ARGS(SIFSelectionOverlay) [L12]
function SLATE_END_ARGS() [L12]
function void Construct(const FArguments&,UIFSelectionOverlay* InOwner) [L13]
function virtual FVector2D ComputeDesiredSize(float)const override [L14]
function virtual int32 OnPaint(const FPaintArgs&,const FGeometry& G,const FSlateRect&,FSlateWindowElementList& Out,int32 L,const FWidgetStyle& Style,bool)const override [L15]
field TWeakObjectPtr<UIFSelectionOverlay> Owner; [L43]
function UIFSelectionOverlay::UIFSelectionOverlay() [L45]
function TSharedRef<SWidget> UIFSelectionOverlay::RebuildWidget() [L46]
function void UIFSelectionOverlay::SetSelectionData(UIFSelectionData* Data) [L47]
function void UIFSelectionOverlay::RefreshSelection() [L52]
function void UIFSelectionOverlay::RefreshScreenBinding() [L53]
function void UIFSelectionOverlay::ReleaseSlateResources(bool Children) [L58]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFSettingChoiceLabel.cpp
text
function void UIFSettingChoiceLabel::SetLabel(const FText& Value) [L6]
function TSharedRef<SWidget> UIFSettingChoiceLabel::RebuildWidget() [L11]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFSettingChoiceLabel.h
text
class UIFSettingChoiceLabel [L10] — Internal popup label. SObjectWidget retains this owner while Slate uses its text/style.
function void SetLabel(const FText& Value); [L14]
function virtual TSharedRef<SWidget> RebuildWidget() override; [L16]
field TObjectPtr<UIFText> LabelText; [L18]
field FText Caption; [L19]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFSettingDefinition.cpp
text
function FText Message(const TCHAR* Text) [L12]
function bool Scalar(EIFSettingBinding Binding,EIFScalarPreference& Out) [L13]
function UGameUserSettings* Video() [L25]
function UIFSettingsSubsystem* Preferences(APlayerController* PC) [L26]
function UIFRemappingSubsystem* Bindings(APlayerController* PC) [L27]
function bool IsVideo(EIFSettingBinding B) [L28]
function bool UIFSettingProvider::ReadValue_Implementation(APlayerController*,FName,float&,FText& Failure) [L30]
function bool UIFSettingProvider::ValidateValue_Implementation(APlayerController*,FName,float V,FText& Failure) [L31]
function bool UIFSettingProvider::PreviewValue_Implementation(APlayerController*,FName,float,FText& Failure) [L32]
function bool UIFSettingProvider::CommitValue_Implementation(APlayerController*,FName,float,FText& Failure) [L33]
function bool UIFSettingProvider::RestoreValue_Implementation(APlayerController*,FName,float,FText& Failure) [L34]
function bool UIFSettingsSession::BeginSession(APlayerController* Player,const TArray<UIFSettingDefinition*>& Items,bool IncludeInputBindings,FText& Failure) [L36]
function bool UIFSettingsSession::Read(UIFSettingDefinition* D,float& V,FText& Failure) [L72]
function bool UIFSettingsSession::Check(UIFSettingDefinition* D,float V,FText& Failure) const [L90]
function bool UIFSettingsSession::Preview(UIFSettingDefinition* D,float V,FText& Failure) [L109]
function bool UIFSettingsSession::GetSettingValue(FName Id,float& V) const [L124]
function bool UIFSettingsSession::SetSettingValue(FName Id,float V,FText& Failure) [L125]
function bool UIFSettingsSession::HasPendingChanges() const [L137]
function bool UIFSettingsSession::RestoreDefaults(FName Page,FText& Failure) [L143]
function void UIFSettingsSession::RestoreCustom(const TArray<FName>& Ids,FText& Failure,bool RetainDraftPreview) [L152]
function bool UIFSettingsSession::ApplySession(FText& Failure) [L162]
function void UIFSettingsSession::CancelSession() [L207]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFSettings.cpp
text
function bool UIFSettingsSubsystem::Validate(FIFUIPreferences& P) [L10]
function void UIFSettingsSubsystem::Initialize(FSubsystemCollectionBase& Collection) [L18]
function void UIFSettingsSubsystem::LoadPreferences() [L24]
function bool UIFSettingsSubsystem::BeginEdit() [L32]
function bool UIFSettingsSubsystem::SetDraft(FIFUIPreferences P,bool bPreview) [L33]
function float UIFSettingsSubsystem::GetScalarPreference(EIFScalarPreference Field) const [L35]
function bool UIFSettingsSubsystem::SetScalarPreference(EIFScalarPreference Field,float Value,bool bPreview) [L48]
function bool UIFSettingsSubsystem::SetReducedMotion(bool bValue,bool bPreview) [L63]
function void UIFSettingsSubsystem::RestoreDefaults(bool bPreview) [L65]
function bool UIFSettingsSubsystem::Apply(FText& FailureReason) [L67]
function void UIFSettingsSubsystem::Cancel() [L76]
function bool UIFSettingsSubsystem::SetStorageProfile(FString Slot,int32 UserIndex) [L77]
function bool UIFSettingsSubsystem::SetAudioRouting(UIFAudioRouting* Routing) [L82]
function void UIFSettingsSubsystem::Present(const FIFUIPreferences& P) [L88]
function void UIFSettingsSubsystem::Deinitialize() [L102]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFSettingsWidgets.cpp
text
function void UIFSettingsTabButton::NativeOnClicked() [L24]
function void UIFSettingRow::NativePreConstruct() [L26]
function void UIFSettingRow::NativeConstruct() [L34]
function void UIFSettingRow::NativeDestruct() [L48]
function void UIFSettingRow::InitializeSetting(UIFSettingsSession* EditingSession) [L62]
function void UIFSettingRow::StopChoiceFocusWatch() [L70]
function bool UIFSettingRow::DismissChoicePopup() [L75]
function void UIFSettingRow::ChoiceOpening() [L84]
function const TWeakObjectPtr<UIFScreen> OwningScreen(Screen); [L89]
function void UIFSettingRow::RefreshSetting() [L105]
function TGuardValue<bool> Guard(bRefreshing,true); [L107]
function bool UIFSettingRow::SubmitSettingValue(float Value) [L145]
function void UIFSettingRow::SliderChanged(float V) [L152]
function void UIFSettingRow::ToggleChanged(bool V) [L153]
function void UIFSettingRow::ToggleClicked() [L154]
function void UIFSettingRow::ChoiceChanged(FString Item,ESelectInfo::Type) [L155]
function void UIFSettingRow::SettingChanged(FName Id) [L160]
function void UIFSettingRow::ThemeChanged(UIFTheme*) [L161]
function UWidget* UIFSettingRow::GenerateChoiceLabel(FString Item) [L162]
function void UIFSettingRow::RefreshControlTheme() [L172]
function void UIFSettingsMenu::VisitWidgets(TFunctionRef<void(UWidget*)> Visitor) [L200]
function void UIFSettingsMenu::NativeConstruct() [L207]
function void UIFSettingsMenu::NativeDestruct() [L215]
function void UIFSettingsMenu::NativeOnActivated() [L220]
function bool UIFSettingsMenu::SelectSettingsPage(int32 Index) [L235]
function void UIFSettingsMenu::ShowMessage(const FText& Message) [L244]
function void UIFSettingsMenu::SessionChanged(FName) [L251]
function void UIFSettingsMenu::BindingChanged(bool,const FText& Message) [L252]
function bool UIFSettingsMenu::ApplySettings() [L253]
function void UIFSettingsMenu::ApplyClicked() [L258]
function void UIFSettingsMenu::DefaultsClicked() [L259]
function void UIFSettingsMenu::CancelSettings() [L260]
function bool UIFSettingsMenu::RestorePageDefaults() [L261]
function bool UIFSettingsMenu::RestoreAllDefaults() [L267]
function bool UIFSettingsMenu::NativeOnHandleBackAction() [L273]
function void UIFSettingsMenu::NativeOnDeactivated() [L288]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFSurface.cpp
text
function TSharedRef<SWidget> UIFSurface::RebuildWidget() [L8]
function void UIFSurface::ReleaseSlateResources(bool Children) [L16]
function void UIFSurface::SynchronizeProperties() [L21]
function void UIFSurface::ThemeChanged(UIFTheme*) [L22]
function void UIFSurface::RefreshAppearance() [L23]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFText.cpp
text
function UIFText::UIFText() [L8]
function TSharedRef<SWidget> UIFText::RebuildWidget() [L10]
function void UIFText::ReleaseSlateResources(bool bReleaseChildren) [L22]
function void UIFText::SynchronizeProperties() [L30]
function void UIFText::ThemeChanged(UIFTheme*) [L31]
function void UIFText::PreferencesChanged(const FIFUIPreferences&) [L32]
function void UIFText::RefreshAppearance() [L33]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFTooltip.cpp
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function void UIFTooltipCard::NativeOnInitialized() [L20]
function void UIFTooltipCard::RefreshEntry_Implementation() [L33]
function void UIFTooltipCard::ReleaseEntry_Implementation() [L45]
function UIFTooltipAnchor::UIFTooltipAnchor(const FObjectInitializer& Initializer):Super(Initializer) [L50]
function TSharedRef<SWidget> UIFTooltipAnchor::RebuildWidget() [L56]
function void UIFTooltipAnchor::SetTooltipData(UObject* Data) [L68]
function bool UIFTooltipAnchor::RequestTooltip(bool UseDelay) [L73]
function void UIFTooltipAnchor::HideTooltip() [L78]
function bool UIFTooltipAnchor::IsTooltipHosted() const [L83]
function bool UIFTooltipAnchor::IsTooltipShown() const [L85]
function void UIFTooltipAnchor::ReleaseEntry() [L86]
function void UIFTooltipAnchor::CloseTooltip() [L93]
function TGuardValue<bool> Guard(bClosingTooltip,true); [L96]
function void UIFTooltipAnchor::MenuChanged(bool Opened) [L98]
function void UIFTooltipAnchor::ReleaseSlateResources(bool ReleaseChildren) [L104]
function TEnumAsByte<EMenuPlacement> UIFTooltipAnchor::GetResolvedPlacement() const [L106]
function void UIFTooltipAnchor::RefreshTooltipPlacement() [L115]
function bool UIFTooltipAnchor::ShowTooltip(UContentWidget* Host,TSubclassOf<UUserWidget> EntryClass) [L119]
function UUserWidget* UIFTooltipAnchor::CreateTooltipContent() [L131]
function UUserWidget* UIFTooltipAnchor::CreateEntry(TSubclassOf<UUserWidget> EntryClass,bool BoundPopupWidth) [L132]
function bool UIFTooltipSubsystem::CanShow(UIFTooltipAnchor* Anchor) const [L152]
function bool UIFTooltipSubsystem::RegisterNavigationHintHost(UIFScreen* Screen,UContentWidget* Host,TSubclassOf<UUserWidget> EntryClass,bool YieldToNotifications) [L163]
function TGuardValue<bool> Guard(bChangingHost,true); [L169]
function void UIFTooltipSubsystem::UnregisterNavigationHintHost(UIFScreen* Screen) [L174]
function TGuardValue<bool> Guard(bChangingHost,true); [L177]
function UContentWidget* UIFTooltipSubsystem::ResolveNavigationHost(UIFTooltipAnchor* Anchor) const [L181]
function bool UIFTooltipSubsystem::ShouldYieldNavigationHint(UIFTooltipAnchor* Anchor) const [L191]
function bool UIFTooltipSubsystem::Present(UIFTooltipAnchor* Anchor) [L196]
function bool UIFTooltipSubsystem::Request(UIFTooltipAnchor* Anchor,bool UseDelay) [L200]
function void UIFTooltipSubsystem::Hide(UIFTooltipAnchor* Anchor) [L218]
function void UIFTooltipSubsystem::ClearTooltips() [L219]
function TGuardValue<bool> Guard(bClearing,true); [L222]
function void UIFTooltipSubsystem::Advance(float DeltaSeconds) [L225]
function void UIFTooltipSubsystem::Deinitialize() [L240]Plugins/InterfaceForge/Source/InterfaceForge/Private/IFWorldEntryLibrary.cpp
text
global declaration TSet<TWeakObjectPtr<UWidgetComponent>> ActiveOperations; [L15] — Blueprint release/initialization can call the same node again. Reject nested mutations of this component.
struct FWorldEntryOperation [L16]
field TWeakObjectPtr<UWidgetComponent> Component; [L18]
field bool bEntered; [L19]
function explicit FWorldEntryOperation(UWidgetComponent* InComponent):Component(InComponent),bEntered(!ActiveOperations.Contains(Component)) [L20]
function ~FWorldEntryOperation() [L22]
function void ReleaseBody(UWidgetComponent* Component) [L24]
function UUserWidget* UIFWorldEntryLibrary::SetWorldEntry(UWidgetComponent* Component,APlayerController* LocalPlayer,TSubclassOf<UUserWidget> EntryClass,UObject* Data) [L32]
function FWorldEntryOperation Operation(Component); [L38]
function void UIFWorldEntryLibrary::ClearWorldEntry(UWidgetComponent* Component) [L53]
function FWorldEntryOperation Operation(Component); [L56]
function void UIFWorldEntryLibrary::RefreshWorldEntry(UWidgetComponent* Component) [L59]
function bool UIFWorldEntryLibrary::UpdateWorldEntryLink(UStaticMeshComponent* Link,FVector From,FVector To,float Width) [L66]
function bool UIFWorldEntryLibrary::GetWorldEntryWidgetPoint(UWidgetComponent* Component,UWidget* Widget,FVector2D Alignment,FVector& WorldPosition) [L81]Plugins/InterfaceForge/Source/InterfaceForge/Private/Tests/IFProgressTests.cpp
text
macro object IMPLEMENT_SIMPLE_AUTOMATION_TEST(FIFProgressPresentationTest,"AshenForge.InterfaceForge.Progress.PresentationAndCounts",EAutomationTestFlags::EditorContext|EAutomationTestFlags::En [L7]
function bool FIFProgressPresentationTest::RunTest(const FString&) [L8]Plugins/InterfaceForge/Source/InterfaceForge/Private/Tests/IFSettingsTests.cpp
text
macro object IMPLEMENT_SIMPLE_AUTOMATION_TEST(FIFSettingsTransactionTest,"AshenForge.InterfaceForge.Settings.PreviewCancelPersistence",EAutomationTestFlags::EditorContext|EAutomationTestFlags:: [L10]
function bool FIFSettingsTransactionTest::RunTest(const FString&) [L11]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFActionPrompt.h
text
class UIFActionPrompt [L16] — Event-driven prompt for a registered EnhancedInput mapping. Uses CommonInput's configured controller glyphs.
field FName MappingName; [L20]
field FText ActionLabel; [L22] — Empty displays only the glyph or readable key, useful beside an existing context/action label.
field int32 LabelFontSize=14; [L24] — Base key-label size; the player's accessibility text scale still applies.
field bool bWrapLabel=true; [L26] — Disable for compact keycaps. A remapped long key remains one line inside a Designer ScaleBox.
field FKey ResolvedKey; [L27]
field FSlateBrush ResolvedGlyph; [L28]
field bool bHasResolvedGlyph=false; [L30] — Whether CommonInput supplied a brush for the current applied key. Custom bodies can choose art or readable text.
field FText PromptText; [L31]
function void RefreshPrompt(); [L32]
function void OnPromptUpdated(); [L33]
function virtual void NativeOnInitialized() override; [L35]
function virtual void NativeConstruct() override; [L36]
function virtual void NativeDestruct() override; [L37]
field TObjectPtr<UImage> GlyphWidget; [L39]
field TObjectPtr<UTextBlock> TextWidget; [L40]
field TObjectPtr<UEnhancedInputUserSettings> ObservedSettings; [L41]
field TWeakObjectPtr<UIFLocalPlayerSubsystem> ObservedUI; [L42]
function void InputChanged(EIFInputPresentation Mode,EIFInputPresentation Previous); [L43]
function void SettingsChanged(UEnhancedInputUserSettings* Settings); [L44]
function void SettingsApplied(); [L45]
function void ThemeChanged(UIFTheme* Theme); [L46]
function void ProfileChanged(const UEnhancedPlayerMappableKeyProfile* Profile); [L47]
function void MethodChanged(ECommonInputType Type); [L48]
field FDelegateHandle MethodHandle; [L49]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFBindingEntry.h
text
function DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FIFBindingDraftChanged,bool,Success,const FText&,Message) [L11]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FIFBindingDraftChanged,bool,Success,const FText&,Message); [L11]
class UIFBindingEntry [L14] — Designer-authored row for an existing Enhanced Input mapping. Owns no input context or gameplay action.
field FName MappingName; [L18]
field FText Label; [L19]
field EIFInputPresentation Family=EIFInputPresentation::Keyboard; [L20]
function void RefreshBinding(); [L21]
function bool RestoreBindingDefault(); [L22]
function void OnBindingStaged(bool Success,const FText& Message); [L23]
field FIFBindingDraftChanged OnBindingDraftChanged; [L24]
function virtual void NativeConstruct() override; [L26]
function virtual void NativeDestruct() override; [L27]
field TObjectPtr<UInputKeySelector> KeySelector; [L28]
field TObjectPtr<UTextBlock> LabelText; [L29]
field TObjectPtr<UTextBlock> StatusText; [L30]
field TObjectPtr<UTextBlock> KeyLabelText; [L32] — Optional custom key body over the engine selector; ignores hit tests and supports controller glyphs.
field TObjectPtr<UImage> KeyGlyphImage; [L33]
function void KeySelected(FInputChord Chord); [L35]
function void SelectorStateChanged(); [L36]
function void RefreshKeyPresentation(); [L37]
field bool bRefreshing=false; [L38]
class UIFRemappingScreen [L42] — Optional transaction owner. Use your own screen with IFRemappingSubsystem instead if desired.
function bool ApplyBindings(); [L46]
function void CancelBindings(); [L47]
function void RestoreBindingDefaults(); [L48]
field bool bOwnsBindingSession=false; [L49]
function virtual void NativeConstruct() override; [L51]
function virtual void NativeOnActivated() override; [L52]
function virtual void NativeOnDeactivated() override; [L53]
function virtual bool NativeOnHandleBackAction() override; [L54]
field TObjectPtr<UIFButton> ApplyChoice; [L55]
field TObjectPtr<UIFButton> CancelChoice; [L56]
field TObjectPtr<UIFButton> DefaultsChoice; [L57]
field TObjectPtr<UTextBlock> RemapStatus; [L58]
function void ApplyClicked(); [L60]
function void VisitBindings(TFunctionRef<void(UIFBindingEntry*)> Visitor); [L61]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFButton.h
text
enum EIFButtonRole [L17] — Visual hierarchy is independent of action routing, focus and gameplay availability.
value Standard [L17]
value Primary [L17]
value Quiet [L17]
value Destructive [L17]
enum EIFButtonVisualState [L20]
value Normal [L20]
value Emphasized [L20]
value Pressed [L20]
value Selected [L20]
value Unavailable [L20]
class UIFButtonStyle [L23]
function UIFButtonStyle(); [L26]
class UIFButton [L31] — CommonUI button with a useful native label and visible focus. A BP may replace its content tree/style.
function UIFButton(); [L35]
field FText Label; [L36]
field TEnumAsByte<ETextJustify::Type> LabelAlignment = ETextJustify::Center; [L37]
field bool bOverrideContentPadding=false; [L39] — Compact command tiles and dense tables can override padding without copying a theme.
field FMargin ContentPadding=FMargin(8,4); [L40]
field int32 LabelFontSize=0; [L42] — Zero follows the theme. Accessibility text scaling still applies to a local size.
field TObjectPtr<UIFTheme> ThemeOverride; [L44] — Optional local theme; otherwise follows the owning local player's theme.
function void SetLabel(FText Text); [L45]
field EIFButtonRole ButtonRole=EIFButtonRole::Standard; [L47] — Standard keeps the existing style. Primary highlights the main action; Quiet is a text action; Destructive uses Dan
field FName SkinName; [L49] — Optional key in Theme.ButtonStyles. None resolves Standard/Primary/Quiet/Destructive from Button Role.
function void SetButtonRole(EIFButtonRole NewRole); [L51] — Use this node for live role changes; Designer values synchronize automatically.
function void SetTooltipData(UObject* Data); [L53] — Pass a presentation model (or your own UObject) to the optional TooltipAnchor in this tree.
function void SetActionAvailability(bool Available, FText Reason); [L55] — Blocks activation while retaining navigation focus. Gameplay still validates every request.
field FText UnavailableReason; [L56]
function void RefreshAppearance(); [L57]
function EIFButtonVisualState GetVisualState() const [L59] — Current resolved state. Custom Blueprint trees can animate decorations without replacing input routing.
function bool IsAppearanceAnimating() const [L60]
function void OnVisualStateChanged(EIFButtonVisualState State); [L61]
function void OnAppearanceUpdated(UIFTheme* Theme, EIFInputPresentation Presentation, bool NavigationFocused, bool Hovered, bool Enabled); [L63] — Custom Designer trees receive the same focus, hover, enabled, theme and input updates.
function virtual void SynchronizeProperties() override; [L64]
function virtual TSharedRef<SWidget> RebuildWidget() override; [L66]
function virtual void NativePreConstruct() override; [L67]
function virtual void NativeOnInitialized() override; [L68]
function virtual void NativeConstruct() override; [L69]
function virtual void NativeDestruct() override; [L70]
function virtual void NativeOnMouseEnter(const FGeometry& Geometry,const FPointerEvent& Event) override; [L71]
function virtual void NativeOnMouseLeave(const FPointerEvent& Event) override; [L72]
function virtual void NativeOnHovered() override; [L73]
function virtual void NativeOnUnhovered() override; [L74]
function virtual void NativeOnClicked() override; [L75]
function virtual void NativeOnPressed() override; [L76]
function virtual void NativeOnReleased() override; [L77]
function virtual void NativeOnSelected(bool bBroadcast) override; [L78]
function virtual void NativeOnDeselected(bool bBroadcast) override; [L79]
function virtual void NativeOnEnabled() override; [L80]
function virtual void NativeOnDisabled() override; [L81]
function virtual void NativeOnAddedToFocusPath(const FFocusEvent& Event) override; [L82]
function virtual void NativeOnRemovedFromFocusPath(const FFocusEvent& Event) override; [L83]
field TObjectPtr<UIFTooltipAnchor> TooltipAnchor; [L86] — Wrap custom button content in an InterfaceForge Tooltip Anchor with this name.
field TObjectPtr<UTextBlock> LabelWidget; [L88] — Optional Designer Text Block with this name inherits label/font/color behavior.
field TObjectPtr<UTextBlock> AvailabilityWidget; [L90] — Optional Designer text displays the reason for mouse, keyboard, controller and touch alike.
field TObjectPtr<UBorder> FocusBorder; [L92] — Optional Designer Border with this name inherits the default focus surface.
function void ThemeChanged(UIFTheme* Theme); [L93]
function void PreferencesChanged(const FIFUIPreferences& Preferences); [L94]
function void InputChanged(EIFInputPresentation Mode,EIFInputPresentation Previous); [L95]
function UIFTheme* ResolveTheme() const; [L96]
field bool bInFocusPath=false; [L97]
field bool bPointerInside=false; [L98]
field EIFButtonVisualState VisualState=EIFButtonVisualState::Normal; [L99]
field FTSTicker::FDelegateHandle AppearanceTicker; [L100]
field FLinearColor PresentedTint=FLinearColor::White,PresentedText=FLinearColor::White; [L101]
field FLinearColor StartTint=FLinearColor::White,StartText=FLinearColor::White; [L102]
field FLinearColor TargetTint=FLinearColor::White,TargetText=FLinearColor::White; [L103]
field float AppearanceElapsed=0,AppearanceDuration=0; [L104]
field bool bAppearanceReady=false; [L105]
field bool bBuildingPreviewContent=false; [L106]
function void PresentAppearance(); [L107]
function void EnsureNativeContent(); [L108]
function void StopAppearanceAnimation(); [L109]
function bool AdvanceAppearance(float DeltaSeconds); [L110]
function void UpdateAppearanceColors(FLinearColor Tint,FLinearColor Text,float Seconds); [L111]
field TWeakObjectPtr<UIFLocalPlayerSubsystem> BoundUI; [L112]
field TWeakObjectPtr<UIFInputPresentationSubsystem> BoundInput; [L113]
field TWeakObjectPtr<UIFSettingsSubsystem> BoundSettings; [L114]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFCenterTint.h
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class UIFCenterTint [L8] — Center-origin interior tint; independent of ability/gameplay systems. Can also use a plain Image and the material.
function UIFCenterTint(); [L12]
field float RemainingFraction=0; [L13]
field FLinearColor Tint=FLinearColor::White; [L14]
field float RemainingOpacity=.75f; [L15]
field float PassedOpacity=.15f; [L16]
field float StartAngle=0; [L18] — Turns from the top, clockwise. 0.25 starts at the right.
field bool bReverse=false; [L19]
function void SetRemainingFraction(float Fraction); [L21] — 1 covers the interior; 0 uses passed opacity everywhere. No backend or timer is started.
function void RefreshTint(); [L23] — Apply Designer/property overrides to this image's own material instance.
function virtual void SynchronizeProperties() override; [L24]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFCommandButton.h
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class UIFCommandButton [L10] — A public convenience over IFButton: route an action to the containing screen's external data source.
field FName ActionName; [L14]
field bool bRequestScreenBack=false; [L16] — Back uses the containing screen's CommonUI handler; no gameplay data-source action is needed.
field FName ModelName; [L18] — Optional stable model used for label, availability and action context. None preserves the Designer label.
field bool bUseModelLabel=true; [L19]
field FName PromptMappingName; [L21] — Optional ActionPrompt child displays the registered mapping beside your custom Designer label.
field FName TooltipModelName; [L23] — Optional separate presentation model for a rich tooltip; useful when Detail is a short live countdown.
function void RefreshCommandBinding(); [L24]
function void ClearCommandBinding(); [L25]
function void SetCommandContext(UObject* Context); [L27] — Route a recycled list entry's context without inventing a model name for each item.
function UObject* GetCommandContext()const; [L29] — Effective explicit entry context or named screen model. None after cleanup.
function void OnCommandResult(bool Accepted); [L30]
function virtual void NativeConstruct() override; [L32]
function virtual void NativeDestruct() override; [L33]
function virtual void NativeOnClicked() override; [L34]
field TObjectPtr<UIFActionPrompt> ActionPrompt; [L35]
field TObjectPtr<UObject> CommandContext; [L37]
field TObjectPtr<UIFPresentationData> CommandModel; [L38]
field TWeakObjectPtr<UIFScreen> CommandScreen; [L39]
function void RefreshCommandModel(); [L40]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFDataSource.h
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class UIFDataSource [L9] — Optional presentation adapter. Your gameplay system owns the objects, rules and authority.
class IIFDataSource [L10]
function UObject* GetUIModel(FName ModelName); [L15] — Return a stable observable model, not a newly allocated snapshot on every call.
function bool RequestUIAction(FName ActionName, UObject* Context); [L17] — Request an action. The adapter validates it; true means accepted, not necessarily completed.Plugins/InterfaceForge/Source/InterfaceForge/Public/IFDialog.h
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enum EIFDialogResult [L9]
value Confirmed [L9]
value Cancelled [L9]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FIFDialogCompleted,EIFDialogResult,Result); [L10]
class UIFDialogData [L12]
field FText Title; [L16]
field FText Message; [L17]
field FText ConfirmLabel=NSLOCTEXT("InterfaceForge","Confirm","Confirm"); [L18]
field FText CancelLabel=NSLOCTEXT("InterfaceForge","Cancel","Cancel"); [L19]
field bool bDestructiveAction=false; [L21] — Presentation only. The caller still owns validation and the confirmed action.
field FIFDialogCompleted OnCompleted; [L22]
class UIFDialog [L26] — Reusable modal. Cancel is the default focus; back reports Cancelled exactly once.
function UIFDialog(); [L30]
function virtual void InitializeScreen_Implementation(UObject* Data) override; [L31]
function void Reply(EIFDialogResult Result); [L33] — Use from custom Blueprint buttons. Completes exactly once, including a Back cancellation.
function UIFDialogData* GetDialogData() const [L34]
function virtual void NativeOnInitialized() override; [L36]
function virtual bool NativeOnHandleBackAction() override; [L37]
function virtual void NativeOnDeactivated() override; [L38]
function virtual FReply NativeOnMouseButtonDown(const FGeometry&,const FPointerEvent&) override; [L39]
function virtual void OnThemeUpdated_Implementation(UIFTheme* Theme) override; [L40]
function void Confirm(); [L42]
function void Cancel(); [L43]
function void Finish(EIFDialogResult Result); [L44]
function void RefreshContent(); [L45]
field bool bFinished=false; [L46]
field TObjectPtr<UIFDialogData> DialogData; [L47]
field TObjectPtr<UTextBlock> TitleWidget; [L48]
field TObjectPtr<UTextBlock> MessageWidget; [L49]
field TObjectPtr<UIFButton> ConfirmButton; [L50]
field TObjectPtr<UIFButton> CancelButton; [L51]
field TObjectPtr<UBorder> Surface; [L52]
field TObjectPtr<UBorder> HeaderSurface; [L53]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFHUDLayout.h
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struct FIFHUDRegion [L12] — Content-sized HUD region. Anchor is normalized; size and inset use DPI-aware Slate units.
field FName Name; [L15]
field FVector2D Anchor=FVector2D::ZeroVector; [L16]
field FVector2D Alignment=FVector2D::ZeroVector; [L17]
field FVector2D Offset=FVector2D(24,24); [L18]
field FVector2D Size=FVector2D(280,120); [L19]
field bool bAutoHeight=false; [L21] — Runtime content height at the authored width. Size.Y remains the Designer preview estimate.
field bool bAutoWidth=false; [L23] — With Auto Height, also use intrinsic content width. Useful for compact action strips that grow with text.
field int32 ZOrder=0; [L24]
field bool bHideWhenCompact=false; [L26] — Decorative/optional regions may be hidden in the compact viewport. Essential controls must remain.
class UIFHUDLayoutProfile [L31] — Share composition without sharing widget trees. Example gameplay and widget classes do not live here.
field TArray<FIFHUDRegion> Regions; [L35]
field float CompactBelowWidth=1440; [L36]
field float CompactScale=.8f; [L37]
field FVector2D MinimumCanvasSize=FVector2D::ZeroVector; [L39] — Optional total composition footprint in Slate units. Caps scale to keep essential regions on screen.
class UIFHUDLayout [L44] — Passive HUD composition. Put inside a Safe Zone; CommonUI screens retain input-routing ownership.
field TObjectPtr<UIFHUDLayoutProfile> Profile; [L48]
function bool SetRegionWidget(FName Region,UWidget* Widget); [L50] — Attach a developer-created widget to a named region. Missing names return false with a diagnostic.
function UWidget* GetRegionWidget(FName Region) const; [L51]
function bool SetLayoutProfile(UIFHUDLayoutProfile* NewProfile); [L52]
function bool OverrideRegion(FIFHUDRegion Region); [L54] — Session override; persist your game's chosen layout through its normal save/settings system.
function void ResetRegionOverrides(); [L55]
function void RefreshLayout(); [L56]
function void OnLayoutApplied(bool Compact); [L57]
function virtual void NativeOnInitialized() override; [L59]
function virtual void NativeConstruct() override; [L60]
function virtual void NativePreConstruct() override; [L61]
function virtual void NativeTick(const FGeometry& Geometry,float DeltaSeconds) override; [L62]
field TObjectPtr<UCanvasPanel> RegionCanvas; [L64]
field TMap<FName,TObjectPtr<UWidget>> RegionWidgets; [L65]
field TMap<FName,TObjectPtr<USizeBox>> RegionHosts; [L66]
field TMap<FName,FIFHUDRegion> Overrides; [L67]
field FVector2D LastSize=FVector2D::ZeroVector; [L68]
function bool ValidateProfile(const UIFHUDLayoutProfile* Candidate) const; [L69]
function void PrepareRegions(); [L70]
function static bool ValidRegion(const FIFHUDRegion& Region); [L71]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFInputPresentation.h
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enum EIFInputPresentation [L11]
value Pointer [L11]
value Keyboard [L11]
value Gamepad [L11]
value Touch [L11]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FIFInputPresentationChanged, EIFInputPresentation, Presentation, EIFInputPresentation, Previous); [L12]
class UIFInputPresentationSubsystem [L16] — One non-consuming observer per local player. CommonUI still routes all actions/navigation.
function virtual void Initialize(FSubsystemCollectionBase& Collection) override; [L20]
function virtual void Deinitialize() override; [L21]
function void SetObservationEnabled(bool bEnabled); [L23] — Enable while this player's interface exists; disabling releases only our CommonInput lock.
function EIFInputPresentation GetInputPresentation() const [L24]
field FIFInputPresentationChanged OnInputPresentationChanged; [L25]
field float MouseIntentPixels = 6.f; [L27] — Net mouse travel in screen pixels within MouseIntentWindowSeconds; tiny jitter cannot accumulate forever.
field float MouseIntentWindowSeconds = .2f; [L28]
field float AnalogIntentThreshold = .4f; [L30] — An axis must cross this threshold after returning below AnalogReleaseThreshold.
field float AnalogReleaseThreshold = .2f; [L31]
function void IgnoreNextPointerMove(); [L33] — Call before your own cursor warp. Engine synthetic accept is recognized automatically.
function bool IsRelevant(const struct FInputEvent& Event) const; [L36]
function void AcceptIntent(EIFInputPresentation Intent, FInputDeviceId Device); [L37]
function void HandleCommonInputChanged(ECommonInputType Type); [L38]
function void HandleDeviceConnection(EInputDeviceConnectionState State, FPlatformUserId User, FInputDeviceId Device); [L39]
function void Publish(EIFInputPresentation NewPresentation); [L40]
field TObjectPtr<UCommonInputSubsystem> CommonInput; [L41]
field TSharedPtr<FIFIntentProcessor> Processor; [L42]
field FDelegateHandle MethodHandle, ConnectionHandle; [L43]
field EIFInputPresentation Presentation = EIFInputPresentation::Pointer; [L44]
field EIFInputPresentation LastNonGamepad = EIFInputPresentation::Pointer; [L45]
field FInputDeviceId LastGamepadDevice; [L46]
field bool bObserving = false; [L47]
field bool bApplyingIntent = false; [L48]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFKeySelector.h
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class UIFKeySelector [L10] — Unreal's normal key selector with semantic theme/text-size presentation. Mapping rules stay separate.
field TObjectPtr<UIFTheme> ThemeOverride; [L14]
function void RefreshAppearance(); [L15]
function virtual void SynchronizeProperties() override; [L16]
function virtual TSharedRef<SWidget> RebuildWidget() override; [L18]
function virtual void ReleaseSlateResources(bool bReleaseChildren) override; [L19]
field FButtonStyle ResolvedButtonStyle; [L22] — UE5.6's selector setters pass the supplied style address to Slate. Keep it alive through paint.
field FTextBlockStyle ResolvedTextStyle; [L23]
field TWeakObjectPtr<UIFLocalPlayerSubsystem> BoundUI; [L24]
field TWeakObjectPtr<UIFSettingsSubsystem> BoundSettings; [L25]
function void ThemeChanged(UIFTheme* Theme); [L26]
function void PreferencesChanged(const FIFUIPreferences& Preferences); [L27]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFMapView.h
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struct FIFMapMarker [L8]
field FName Id; [L11]
field FVector2D Location=FVector2D(.5,.5); [L12]
field FLinearColor Color=FLinearColor::White; [L13]
field float Radius=4; [L14]
field bool bSelected=false; [L15]
class UIFMapData [L19] — Presentation only. Your adapter owns world bounds, discovery, factions and map-to-world conversion.
field TArray<FIFMapMarker> Markers; [L24] — Normalized coordinates, 0..1. Update a batch then call Notify Data Changed once.
field TArray<FVector2D> ViewCorners; [L26] — Optional normalized camera/region footprint. Your adapter supplies world projection.
field FVector2D RequestedLocation=FVector2D(.5,.5); [L27]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FIFMapPressed,FVector2D,NormalizedLocation); [L29]
class UIFMapView [L32] — Lightweight map; optional baked background, observable markers and one routing action. No SceneCapture tick.
field FVector2D DesiredSize=FVector2D(220,220); [L36]
field FSlateBrush Background; [L37]
field FLinearColor BackgroundColor=FLinearColor(.018f,.03f,.029f,.98f); [L38]
field FName ModelName=TEXT("Minimap"); [L39]
field FName LocationAction; [L41] — Optional external action name. None only broadcasts On Location Pressed.
field FName AlternateLocationAction; [L43] — Optional secondary pointer action, for example right-click order versus primary camera recenter.
field FIFMapPressed OnLocationPressed; [L44]
field FIFMapPressed OnAlternateLocationPressed; [L45]
function void SetMapData(UIFMapData* Data); [L46]
function void RefreshScreenBinding(); [L47]
function void RefreshMap(); [L48]
function void PressLocation(FVector2D NormalizedLocation,bool Alternate=false); [L49]
function const TArray<FIFMapMarker>& GetMarkers() const; [L50]
function const TArray<FVector2D>& GetViewCorners() const; [L51]
function virtual void ReleaseSlateResources(bool Children) override; [L52]
function virtual TSharedRef<SWidget> RebuildWidget() override; [L54]
field TObjectPtr<UIFMapData> MapData; [L56]
field TSharedPtr<SIFMap> Map; [L57]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFNavigationInputData.h
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class UIFNavigationInputData [L10] — Optional quick-start defaults: Enter / bottom face button accept; Escape / right face button back. Select this clas
function UIFNavigationInputData(); [L14]
function static FDataTableRowHandle GetDefaultAcceptAction(); [L16] — Current project CommonInput defaults, including a developer's replacement Input Data class.
function static FDataTableRowHandle GetDefaultBackAction(); [L17]
function static FKey GetNavigationActionKey(class UUserWidget* Widget,FDataTableRowHandle Action); [L19] — Resolve this row for the widget's owning local player. Does not bind or execute the action.Plugins/InterfaceForge/Source/InterfaceForge/Public/IFNotifications.h
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enum EIFNotificationEndReason [L11]
value Expired [L11]
value Dismissed [L11]
value ScopeEnded [L11]
value Overflow [L11]
value InvalidEntry [L11]
value RootRemoved [L11]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FIFNotificationEnded, FGuid, NotificationId, EIFNotificationEndReason, Reason); [L12]
struct FIFQueuedNotification [L16] — Internal queue state. Scope is weak; a notification never keeps a gameplay owner alive.
field FGuid Id; [L19]
field TObjectPtr<UObject> Data; [L20]
field TWeakObjectPtr<UObject> Scope; [L21]
field bool bScoped=false; [L22]
field FName Key; [L23]
field TSubclassOf<UUserWidget> EntryClass; [L24]
field float Remaining=4; [L25]
field float Age=0; [L26]
class UIFNotificationLayer [L31] — One passive entry at a time. Replace its content through IFEntry, not a gameplay-specific widget base.
function UIFNotificationLayer(const FObjectInitializer& Initializer); [L35]
field TSubclassOf<UUserWidget> NotificationEntryClass; [L36]
field float PreferredWidth=320; [L37]
field FVector2D Dock=FVector2D(.5,.25); [L39] — Normalized anchor within the root's safe area. The native layer is top-centered by default.
function void RegisterEntryHost(UContentWidget* Host); [L41] — For a custom Designer tree, register a Content Widget that will receive the passive entry.
function UUserWidget* GetCurrentEntry() const [L42]
function bool ShowEntry(UObject* Data,TSubclassOf<UUserWidget> Class); [L43]
function void ClearEntry(); [L44]
function virtual void NativeOnInitialized() override; [L46]
function virtual void NativeDestruct() override; [L47]
function virtual void NativeTick(const FGeometry& Geometry,float DeltaSeconds) override; [L48]
field TObjectPtr<UContentWidget> EntryHost; [L50]
field TObjectPtr<USizeBox> NoticeBounds; [L51]
field TObjectPtr<UUserWidget> CurrentEntry; [L52]
class UIFNotificationSubsystem [L57] — A bounded local-player queue, driven by the public root's UI tick, including during world pause.
function FGuid PostNotification(FText Title,FText Message,float Duration=4,FName Key=NAME_None,UObject* Scope=nullptr,TSubclassOf<UUserWidget> EntryClass=nullptr); [L63] — Post a short result. A nonempty Key + matching Scope updates its existing message in place.
function FGuid PostNotificationData(UObject* Data,float Duration=4,FName Key=NAME_None,UObject* Scope=nullptr,TSubclassOf<UUserWidget> EntryClass=nullptr); [L66] — Custom data/entry variant. Reposting the same Key + Scope replaces data and resets reading time.
function bool DismissNotification(FGuid NotificationId); [L67]
function int32 DismissScope(UObject* Scope); [L68]
function void ClearNotifications(); [L70] — Finishes this player's messages. Posts from ended callbacks are rejected during this operation.
function int32 GetNotificationCount() const [L71]
function bool HasNotificationPresenter() const [L73] — True when a player-owned result presenter is registered. Queued results need not block hints without a presenter.
function FGuid GetActiveNotificationId() const [L74]
function UObject* GetNotificationData(FGuid NotificationId) const; [L75]
function float GetRemainingSeconds(FGuid NotificationId) const; [L76]
function UIFNotificationLayer* GetNotificationLayer() const [L77]
field int32 MaximumQueued=8; [L79] — Capacity includes the visible message. On overflow, preserve it and discard the oldest pending one.
function void SetQueueCapacity(int32 Capacity); [L80]
field FIFNotificationEnded OnNotificationEnded; [L81]
function bool RegisterNotificationLayer(UIFNotificationLayer* Presenter); [L83] — A custom IFRootLayout places this layer above menus/HUDs and below its modal stack.
function void RefreshNotificationPresentation(); [L85] — Rebuild the visible entry after changing its class or host; preserve the GUID and reading time.
function void UnregisterNotificationLayer(UIFNotificationLayer* Presenter); [L86]
function void Advance(float DeltaSeconds,bool Suppressed); [L87]
function virtual void Deinitialize() override; [L88]
field TArray<FIFQueuedNotification> Queue; [L90]
field TWeakObjectPtr<UIFNotificationLayer> Layer; [L91]
field FGuid ActiveId; [L92]
field bool bClearing=false; [L93]
function bool EndNotification(FGuid Id,EIFNotificationEndReason Reason); [L94]
function FGuid Enqueue(UObject* Data,float Duration,FName Key,UObject* Scope,TSubclassOf<UUserWidget> EntryClass); [L95]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFPresentation.h
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macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE(FIFDataChanged); [L9]
function DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FIFFractionChanged,float,Fraction) [L10]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FIFFractionChanged,float,Fraction); [L10]
class UIFPresentationData [L13] — Optional generic view model. You may instead pass your own UObject to the entry contract.
field FName StableKey; [L17]
field FText Title; [L18]
field FText Detail; [L19]
field int32 Quantity = 0; [L20]
field float Fraction = 0; [L21]
field FLinearColor AccentColor=FLinearColor::White; [L23] — Optional semantic accent for a readout that opts in (ally/hostile, warning, project-defined state).
field TSoftObjectPtr<UTexture2D> Icon; [L24]
field bool bEnabled = true; [L25]
field FText UnavailableReason; [L27] — Explain an unavailable action without forcing the player to click it. Empty when available.
field FIFDataChanged OnDataChanged; [L28]
field FIFFractionChanged OnFractionChanged; [L30] — Lightweight progress channel: animate a fraction without rebinding labels/icons or rebuilding lists.
function void SetFraction(float NewFraction); [L31]
function void NotifyDataChanged() [L33] — Call once after a group of Blueprint property edits. Entries update without rebuilding the list.
class UIFCollectionData [L38] — Observable game-agnostic list. Stable UObject identities preserve recycled entry bindings.
field TArray<TObjectPtr<UObject>> Items; [L42]
function void SetItems(const TArray<UObject*>& NewItems); [L44] — Only broadcasts when membership/order changes. Nulls and duplicate objects are omitted.
class UIFEntry [L48] — Add this interface to any Widget Blueprint; no InterfaceForge subclass is required.
class IIFEntry [L49]
function void InitializeEntry(UObject* Data); [L53]
function void RefreshEntry(); [L54]
function void SetEntrySelected(bool bSelected); [L55]
function void ReleaseEntry(); [L56]
class UIFEntryWidget [L61] — Optional convenience base: wires native virtualized-list lifecycle and model updates to Blueprint events.
field TObjectPtr<UObject> EntryData; [L65]
field bool bEntrySelected = false; [L66]
function virtual void InitializeEntry_Implementation(UObject* Data) override; [L67]
function virtual void RefreshEntry_Implementation() override; [L68]
function virtual void SetEntrySelected_Implementation(bool bSelected) override; [L69]
function virtual void ReleaseEntry_Implementation() override; [L70]
function void OnEntryInitialized(UObject* Data); [L71]
function void OnEntryRefreshed(); [L72]
function void OnEntrySelectionChanged(bool bSelected); [L73]
function void OnEntryReleased(); [L75] — Cleanup once for each initialized context, including None data. Called before reuse; EntryData is still available.
function virtual void NativeOnListItemObjectSet(UObject* ListItemObject) override; [L77]
function virtual void NativeOnItemSelectionChanged(bool bIsSelected) override; [L78]
function virtual void NativeOnEntryReleased() override; [L79]
function virtual void NativeDestruct() override; [L80]
function void HandleDataChanged(); [L82]
field bool bEntryInitialized=false; [L84] — Model presence is independent of lifecycle ownership: static entries may initialize with None.
struct FIFButtonSkin [L89] — Reusable CommonUI button art. Brushes support textures, materials and nine-slice margins.
field FSlateBrush Normal; [L92]
field FSlateBrush Emphasized; [L94] — Also used for keyboard/controller focus so navigation has the same visual priority.
field FSlateBrush Pressed; [L95]
field FSlateBrush Selected; [L96]
field FSlateBrush Unavailable; [L97]
field FLinearColor Text=FLinearColor(.9f,.93f,.97f,1); [L98]
field FLinearColor EmphasizedText=FLinearColor::White; [L99]
field FLinearColor UnavailableText=FLinearColor(.5f,.55f,.6f,1); [L100]
field float FeedbackSeconds=.10f; [L102] — Tint/text interpolation only; does not move hit targets. Zero snaps. Reduced motion always snaps.
class UIFTheme [L107] — Project-wide visual tokens; override individual tokens per widget rather than copying widget trees.
function UIFTheme(); [L111]
field FLinearColor Surface = FLinearColor(0.025f,0.035f,0.05f,1); [L112]
field FLinearColor Text = FLinearColor(0.9f,0.93f,0.97f,1); [L113]
field FLinearColor Accent = FLinearColor(0.2f,0.8f,0.65f,1); [L114]
field FLinearColor Danger = FLinearColor(0.95f,0.25f,0.22f,1); [L115]
field FLinearColor MutedText = FLinearColor(.44f,.58f,.67f,1); [L116]
field FLinearColor Outline = FLinearColor(.19f,.29f,.33f,1); [L117]
field TMap<FName,FSlateBrush> Icons; [L118]
field TMap<FName,FSlateBrush> SurfaceStyles; [L120] — Optional named surface skins (including nine-slice brushes). Widgets choose a key, not a game-specific subclass.
field TMap<FName,FIFButtonSkin> ButtonStyles; [L122] — Role keys: Standard, Primary, Quiet, Destructive. A button can select any other named skin locally. Missing keys re
field FName DefaultSurfaceStyle; [L124] — Optional style used by surfaces with no local key, including native dialog/tooltip fallbacks.
field FName DialogSurfaceStyle; [L126] — Optional style key for built-in confirmation cards. None follows the default surface style.
field FName DialogHeaderSurfaceStyle; [L128] — Optional header brush for native confirmation cards. None keeps a text-only heading.
field TMap<FKey,FText> CompactKeyLabels; [L130] — Readable fallback when CommonInput has no glyph for the applied key. Override for your platform/style.
field TObjectPtr<USoundBase> FocusSound; [L131]
field TObjectPtr<USoundBase> ConfirmSound; [L132]
field FSlateFontInfo BodyFont; [L133]
field FSlateFontInfo HeadingFont; [L134]
field float Spacing = 12; [L135]
field float ScrollBarThickness = 6; [L137] — Slate units; viewport DPI and the player's UI scale apply once. Text enlargement does not multiply it.
field float TransitionSeconds = 0.16f; [L138]
field float ButtonCornerRadius = 2.f; [L139]
field FMargin ButtonPadding = FMargin(16,12); [L140]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFProgressWidget.h
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enum EIFProgressStyle [L10]
value Linear [L10]
value Radial [L10]
value SquarePerimeter [L10]
value Segmented [L10]
value Charges [L10]
class UIFProgressWidget [L14] — Original procedural progress rendering. Square style measures real perimeter distance, not angle.
field EIFProgressStyle Style = EIFProgressStyle::SquarePerimeter; [L18]
field float Fraction = 0; [L19]
field FLinearColor FillColor = FLinearColor(0.2f,0.8f,0.65f,1); [L20]
field FLinearColor TrackColor = FLinearColor(0.08f,0.12f,0.17f,1); [L21]
field bool bUseLinearBrushes=false; [L23] — Linear mode only: draw your artwork at full size and clip the fill to its fraction. No stretched end caps. Other pr
field FSlateBrush LinearFillBrush; [L24]
field FSlateBrush LinearTrackBrush; [L25]
field FName LinearFillStyle; [L27] — Optional keys in the active theme's Surface Styles. None retains the local brush.
field FName LinearTrackStyle; [L28]
function void SetLinearBrushes(FSlateBrush Fill,FSlateBrush Track); [L29]
field bool bUseThemeColors=false; [L31] — Use the project's Accent/Outline tokens. Disable to use custom Fill/Track colors.
field TObjectPtr<UIFTheme> ThemeOverride; [L32]
function void RefreshAppearance(); [L33]
field float Thickness = 6; [L34]
field bool bReverse = false; [L35]
field float StartOffset = 0; [L37] — Normalized position along the perimeter; zero starts at the top-left for square, top for radial.
field int32 Segments = 8; [L38]
field FVector2D DesiredSize = FVector2D(128,128); [L39]
function void SetFraction(float Value); [L40]
function bool ConfigureProgress(EIFProgressStyle NewStyle,FVector2D NewDesiredSize,int32 NewSegments=8,bool bReversed=false,float NewStartOffset=0.f); [L42] — Change presentation without replacing the widget or restarting its clock. Invalid style/size/origin leaves it uncha
function int32 GetDisplayedCharges() const; [L44] — Whole filled cells, rounded down with a small floating-point tolerance. This displays counts; it owns no gameplay c
function void StartCooldown(float DurationSeconds); [L46] — Uses an absolute game-time end, so repaint frequency cannot accumulate timer drift. Zero duration completes.
function void ClearCooldown(); [L47]
function float GetDisplayedFraction() const; [L48]
function float GetRemainingSeconds() const; [L49]
function virtual void SynchronizeProperties() override; [L50]
function virtual void ReleaseSlateResources(bool bReleaseChildren) override; [L51]
function virtual TSharedRef<SWidget> RebuildWidget() override; [L53]
field FSlateBrush ResolvedLinearFill; [L56]
field FSlateBrush ResolvedLinearTrack; [L57]
field TSharedPtr<SIFProgress> Progress; [L58]
field double CooldownEnd = 0; [L59]
field float CooldownDuration = 0; [L60]
field TWeakObjectPtr<UIFLocalPlayerSubsystem> BoundUI; [L61]
function void ThemeChanged(UIFTheme* Theme); [L62]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFReadoutEntry.h
text
class UIFReadoutEntry [L15] — Optional binding convenience. Build the entire Designer tree yourself; use any subset of these names.
field FName ModelName; [L20] — Optional automatic screen binding. None leaves initialization to your Blueprint graph.
function void RefreshScreenBinding(); [L21]
field bool bShowFractionPercent=false; [L22]
field bool bShowQuantity=false; [L23]
field bool bDetailOnlyWhenFractionActive=false; [L24]
field bool bHideWhenUnavailable=false; [L26] — Useful for contextual/defeat panels; keeps the model subscription while collapsed.
field float UnavailableIconOpacity=.5f; [L27]
field FVector2D IconUVMin=FVector2D::ZeroVector; [L29] — UV rectangle for an optional texture atlas. Full texture by default.
field FVector2D IconUVMax=FVector2D(1,1); [L30]
field FName EntryActionName; [L32] — Optional EntryCommand action; None routes Model Name.
field FName TooltipModelName; [L33]
field FName SecondaryModelName; [L35] — Optional nested SecondaryEntry binding, for a compact resource row or another related readout.
field FName MappingName; [L37] — Registered Enhanced Input mapping; an optional ActionPrompt child displays its applied key/glyph.
field bool bOverrideFractionColors=false; [L38]
field bool bUseModelAccent=false; [L39]
field FLinearColor FractionColor=FLinearColor(.13f,.62f,.42f); [L40]
field FLinearColor FractionTrackColor=FLinearColor(.025f,.045f,.04f); [L41]
function virtual void InitializeEntry_Implementation(UObject* Data) override; [L42]
function virtual void RefreshEntry_Implementation() override; [L43]
function virtual void ReleaseEntry_Implementation() override; [L44]
function virtual void NativeConstruct() override; [L46]
field TObjectPtr<UTextBlock> TitleText; [L47]
field TObjectPtr<UTextBlock> DetailText; [L48]
field TObjectPtr<UTextBlock> ValueText; [L49]
field TObjectPtr<UImage> IconImage; [L50]
field TObjectPtr<UIFProgressWidget> FractionBar; [L51]
field TObjectPtr<UIFCenterTint> CooldownTint; [L52]
field TObjectPtr<UIFCommandButton> EntryCommand; [L53]
field TObjectPtr<UIFActionPrompt> ActionPrompt; [L54]
field TObjectPtr<UIFReadoutEntry> SecondaryEntry; [L55]
field TObjectPtr<UListView> ItemList; [L57] — Optional engine ListView/TileView. Collection data supplies items; entry class remains Designer editable.
function void RefreshFraction(float Fraction); [L59]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFRemapping.h
text
class UIFRemappingSubsystem [L11] — Stages existing EnhancedInput mappings without changing gameplay until Apply. No parallel key file.
function bool BeginEdit(FText& FailureReason); [L15]
function bool StageKeyMapping(FMapPlayerKeyArgs Mapping,FText& FailureReason); [L16]
function bool StageDefault(FMapPlayerKeyArgs Mapping,FText& FailureReason); [L17]
function bool StageRegisteredKey(FName MappingName,EIFInputPresentation Family,FKey Key,FText& FailureReason); [L19] — Simple first-slot workflow; resolves the registered hardware identity rather than guessing it.
function bool StageRegisteredDefault(FName MappingName,EIFInputPresentation Family,FText& FailureReason); [L20]
function FKey GetRegisteredPreviewKey(FName MappingName,EIFInputPresentation Family) const; [L22] — First registered slot for this family, including staged changes. Invalid key if unavailable.
function bool ValidatePending(FText& FailureReason) const; [L24] — Preflight staged mappings without applying or saving them. Used by shared settings menus.
function bool Apply(FText& FailureReason); [L25]
function void Cancel(); [L26]
function bool IsEditing() const [L27]
function bool HasPendingChanges() const [L28]
function FKey GetPreviewKey(FMapPlayerKeyArgs Mapping) const; [L30] — Returns a staged key if present, otherwise the current engine mapping. Invalid if no mapping exists.
function bool GetRegisteredMapping(FName MappingName, EIFInputPresentation Family, FMapPlayerKeyArgs& Mapping) const; [L32] — Resolve the first registered slot for this family, retaining its actual hardware ID. Never guess that ID.
field bool bRejectConflictingKeys=true; [L33]
field TArray<FKey> ReservedKeys; [L35] — Keep a way out of a menu. Configure separately from CommonUI Input Data to match your project.
function UIFRemappingSubsystem(); [L36]
function virtual void Deinitialize() override; [L37]
function UEnhancedInputUserSettings* Settings() const; [L39]
function const FPlayerKeyMapping* FindMapping(const FMapPlayerKeyArgs& Args) const; [L40]
function bool ValidateMapping(const FMapPlayerKeyArgs& Args,FText& FailureReason) const; [L41]
field TArray<FMapPlayerKeyArgs> Pending; [L42]
field FString ProfileId; [L43]
field bool bEditing=false; [L44]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFScreen.h
text
enum EIFLayer [L23]
value HUD [L23]
value Menu [L23]
value Modal [L23]
enum EIFInputPolicy [L24]
value Gameplay [L24]
value GameAndUI [L24]
value Menu [L24]
struct FIFScreenShortcut [L27] — A HUD command whose applied Enhanced Input key must win over widget navigation (for example Tab targeting).
field FName MappingName; [L30]
field FName ActionName; [L31]
class UIFScreen [L35]
function UIFScreen(); [L39]
field EIFInputPolicy InputPolicy = EIFInputPolicy::Menu; [L40]
field EMouseCaptureMode GameAndUIMouseCapture=EMouseCaptureMode::CaptureDuringMouseDown; [L42] — Mixed HUDs need temporary capture to receive world mouse presses in FSceneViewport. Cursor stays visible.
field bool bContainNavigation = true; [L44] — Stop unhandled directional/Tab navigation at a menu/modal boundary. Child widgets retain their own explicit/wrap ru
field TObjectPtr<UWidget> InitialFocus; [L45]
field FName InitialFocusName; [L47] — Designer widget name or nested path (HUDLayout/Pause). Direct Initial Focus takes priority.
field FName FallbackFocusName; [L48]
field TArray<FIFScreenShortcut> Shortcuts; [L50] — Optional top-screen shortcuts. Uses applied engine bindings; no parallel key file or global input handler.
field bool bShortcutsEnabled=true; [L52] — Disable while a custom text/chat editor owns focus, or present that editor on another screen.
field TArray<FKey> GameplayAnalogKeys; [L54] — Axes reserved for gameplay on this top Game And UI HUD. They bypass widget navigation. Leave empty on menus or scre
field TArray<FName> GameplayKeyMappings; [L57] — Applied keyboard mappings reserved for gameplay on this top mixed HUD (movement, groups, commands). Menus/modals an
field bool bShowKeyboardNavigationFocus=true; [L59] — HUD hotkeys can change keyboard glyphs without selecting a button or opening a navigation tooltip.
function bool ForwardGameplayAnalogInput(const FAnalogInputEvent& Event); [L60]
function bool ForwardGameplayKeyInput(const FKeyEvent& Event,bool Pressed); [L61]
field FName BackActionName; [L63] — Optional adapter action for Back (for example Pause or Resume). None uses CommonUI's default Back behavior.
field TObjectPtr<UObject> ScreenData; [L64]
function void InitializeScreen(UObject* Data); [L66] — Called before a pooled screen is pushed/activated; reset all context-specific state here.
function void OnInputPresentationUpdated(EIFInputPresentation Presentation); [L68] — Runs for all screens, including HUD behind a modal. Focus is managed only by the top screen.
field bool bShowPointerCursor = true; [L69]
function void RefreshInputPresentation(); [L70]
function void RequestBack(); [L72] — Uses the same back handler as CommonUI, including Blueprint overrides and cancel behavior.
function bool RegisterNavigationHintHost(UContentWidget* Host,TSubclassOf<UUserWidget> EntryClass,bool YieldToNotifications=true); [L74] — Optional empty Designer container for passive keyboard/controller descriptions.
function void UnregisterNavigationHintHost(); [L75]
function UIFRootLayout* GetRootLayout() const; [L77] — The owning player's root. Returns None until a root is created; never crosses players.
function UObject* GetUIModel(FName ModelName) const; [L79] — Resolve a named model from this screen's data source. Missing source/model returns None.
function bool RequestUIAction(FName ActionName, UObject* Context=nullptr); [L81] — Ask the screen's adapter; it owns validation and execution. False also covers a missing source.
function void OnThemeUpdated(UIFTheme* Theme); [L82]
function void OnPreferencesUpdated(const FIFUIPreferences& Preferences); [L83]
function virtual TOptional<FUIInputConfig> GetDesiredInputConfig() const override; [L84]
function virtual void NativeConstruct() override; [L86]
function virtual void NativeDestruct() override; [L87]
function virtual void NativeOnActivated() override; [L88]
function virtual FReply NativeOnPreviewKeyDown(const FGeometry& Geometry,const FKeyEvent& Event) override; [L89]
function virtual UWidget* NativeGetDesiredFocusTarget() const override; [L90]
function virtual bool NativeOnHandleBackAction() override; [L91]
function virtual void NativeOnDeactivated() override; [L92]
function void ReleaseGameplayAnalogInput(); [L95]
field TSet<FKey> ForwardedAnalogKeys; [L96]
field TSet<FKey> ForwardedDigitalKeys; [L97]
function void HandleInputPresentation(EIFInputPresentation Presentation, EIFInputPresentation Previous); [L98]
field TObjectPtr<UWidget> LastNavigationFocus; [L99]
class UIFRootLayout [L104] — May be replaced by a Widget Blueprint that registers its own CommonUI stacks.
function UIFRootLayout(); [L108]
field TSubclassOf<UIFDialog> DefaultDialogClass; [L110] — Project-wide dialog appearance. Any IFDialog Blueprint keeps exactly-once replies and Back.
field TSubclassOf<UIFLoadingScreen> DefaultLoadingClass; [L112] — Replace loading appearance in Blueprint. A native themed body is the fallback.
field TSubclassOf<UUserWidget> DefaultNotificationEntryClass; [L114] — Any IFEntry Blueprint can replace the passive notification body.
field FVector2D NotificationDock=FVector2D(.5,.15); [L115]
field float NotificationWidth=320; [L116]
function UIFDialog* PushDialog(UIFDialogData* Data); [L117]
function void RegisterLayer(EIFLayer Layer,UCommonActivatableWidgetStack* Stack); [L118]
function bool RegisterNotificationLayer(UIFNotificationLayer* Presenter); [L120] — Register a Designer notification presenter. The root owns its registration and cleanup. None clears it.
function UIFScreen* PushScreen(EIFLayer Layer,TSubclassOf<UIFScreen> ScreenClass,UObject* Data); [L121]
function bool GoBack(); [L122]
function void ClearLayer(EIFLayer Layer); [L124] — End a flow, e.g. leaving gameplay. Deactivates/removes all screens in this layer.
function bool RemoveScreen(UIFScreen* Screen); [L126] — Remove exactly this screen; preserve unrelated dialogs/history in its stack.
function UIFScreenLoadAction* GetPendingScreenLoad() const [L127]
function bool ReserveScreenLoad(UIFScreenLoadAction* Request); [L128]
function void ReleaseScreenLoad(UIFScreenLoadAction* Request); [L129]
function void StopScreenLoads(); [L130]
function UIFScreen* GetTopScreen() const; [L131]
function UIFScreen* GetActiveScreen(EIFLayer Layer) const; [L132]
function bool IsChangingScreens() const [L133]
function virtual void NativeOnInitialized() override; [L135]
function virtual void NativeConstruct() override; [L136]
function virtual void NativeDestruct() override; [L137]
function virtual void NativeTick(const FGeometry& Geometry,float DeltaSeconds) override; [L138]
field TWeakObjectPtr<UIFTooltipSubsystem> TooltipService; [L140]
field TWeakObjectPtr<UIFNotificationSubsystem> NotificationService; [L141]
field TWeakObjectPtr<UCommonUIActionRouterBase> InputRouter; [L142]
field FDelegateHandle InputConfigHandle; [L143]
field TObjectPtr<UIFNotificationLayer> Notifications; [L144]
field TSet<TWeakObjectPtr<UCommonActivatableWidgetContainerBase>> TransitioningLayers; [L145]
field bool bPushingScreen=false; [L146]
field bool bAcceptScreenLoads=true; [L147]
field bool bClearingLayers=false; [L148]
field TObjectPtr<UIFScreenLoadAction> PendingScreenLoad; [L149]
function void HandleLayerTransition(UCommonActivatableWidgetContainerBase* Container,bool Transitioning); [L150]
field TMap<EIFLayer,TObjectPtr<UCommonActivatableWidgetStack>> Layers; [L151]
function void RefreshTopPresentation(UCommonActivatableWidget* Displayed); [L152]
function void ApplyPreferences(const FIFUIPreferences& Preferences); [L153]
function void ApplyTheme(UIFTheme* Theme); [L154]
field float ThemeTransitionDuration=.12f; [L155]
function DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FIFThemeChanged, UIFTheme*, Theme) [L158]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FIFThemeChanged, UIFTheme*, Theme); [L158]
class UIFLocalPlayerSubsystem [L161] — Each local player owns its UI and theme. Dedicated servers never create a layout.
function UIFRootLayout* CreateRoot(TSubclassOf<UIFRootLayout> RootClass); [L165]
function void RemoveRoot(); [L166]
function UIFRootLayout* GetRoot() const [L167]
function void SetTheme(UIFTheme* Theme); [L168]
function UIFTheme* GetTheme() const [L169]
field FIFThemeChanged OnThemeChanged; [L170]
function virtual void Deinitialize() override; [L171]
field TObjectPtr<UIFRootLayout> Root; [L173]
field TObjectPtr<UIFTheme> CurrentTheme; [L174]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFScreenLoading.h
text
enum EIFScreenLoadState [L13]
value Loading [L13]
value Ready [L13]
value Failed [L13]
value Cancelled [L13]
function DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FIFScreenLoadCompleted,UIFScreen*,Screen,FText,Reason) [L14]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FIFScreenLoadCompleted,UIFScreen*,Screen,FText,Reason); [L14]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE(FIFScreenLoadUpdated); [L15]
class UIFScreenLoadAction [L20] — Engine soft-class loading with local-player ownership. Cancel prevents late screen pushes; it does not undo unrelat
function static UIFScreenLoadAction* PushScreenAsync(UIFRootLayout* Root,EIFLayer Layer,TSoftClassPtr<UIFScreen> ScreenClass,UObject* Data,FText Title,UObject* Scope=nullptr); [L25]
field FIFScreenLoadCompleted Ready; [L26]
field FIFScreenLoadCompleted Failed; [L27]
field FIFScreenLoadCompleted Cancelled; [L28]
field FIFScreenLoadUpdated OnLoadingUpdated; [L29]
function void CancelLoading(); [L30]
function EIFScreenLoadState GetLoadState() const [L31]
function float GetLoadProgress() const [L32]
function FText GetLoadingTitle() const [L33]
function FText GetLoadingDetail() const [L34]
function UIFLoadingScreen* GetLoadingScreen() const [L35]
function EIFLayer GetTargetLayer() const [L36]
function virtual void Activate() override; [L37]
function virtual void BeginDestroy() override; [L38]
function bool CheckOwner() const; [L40]
function bool Advance(float DeltaSeconds); [L41]
function void Loaded(); [L42]
function void CommitScreen(); [L43]
function void Finish(EIFScreenLoadState Result,UIFScreen* Screen,FText Reason); [L44]
field TWeakObjectPtr<UIFRootLayout> OwnerRoot; [L45]
field TWeakObjectPtr<UObject> OwnerScope; [L46]
field bool bHasScope=false,bActivated=false,bFinished=false; [L47]
field bool bAssetsReady=false; [L48]
field EIFLayer TargetLayer=EIFLayer::Menu; [L49]
field EIFScreenLoadState State=EIFScreenLoadState::Loading; [L50]
field float Progress=0; [L51]
field FText LoadingTitle,LoadingDetail; [L52]
field TSoftClassPtr<UIFScreen> TargetClass; [L53]
field TObjectPtr<UObject> ScreenData; [L54]
field TWeakObjectPtr<UIFLoadingScreen> LoadingScreen; [L55]
field TSharedPtr<FStreamableHandle> Handle; [L56]
field FTSTicker::FDelegateHandle UpdateTicker; [L57]
class UIFLoadingScreen [L63] — Blueprint designer replacement: optional named controls retain progress/Cancel/CommonUI Back. A completely custom b
function UIFLoadingScreen(); [L67]
function virtual void InitializeScreen_Implementation(UObject* Data) override; [L68]
function UIFScreenLoadAction* GetLoadingRequest() const [L69]
function void CancelLoading(); [L70]
function void OnLoadingUpdated(); [L71]
function virtual void NativeOnInitialized() override; [L73]
function virtual void NativeDestruct() override; [L74]
function virtual bool NativeOnHandleBackAction() override; [L75]
function virtual FReply NativeOnMouseButtonDown(const FGeometry&,const FPointerEvent&) override; [L76]
field TObjectPtr<UTextBlock> LoadingTitle; [L77]
field TObjectPtr<UTextBlock> LoadingDetail; [L78]
field TObjectPtr<UIFProgressWidget> LoadingProgress; [L79]
field TObjectPtr<UIFButton> CancelButton; [L80]
field TObjectPtr<UIFScreenLoadAction> Request; [L82]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFScrollBox.h
text
class UIFScrollBox [L12] — Ordinary UMG scrolling with automatic local-player theme styling. Children and navigation remain UMG-owned.
field TObjectPtr<UIFTheme> ThemeOverride; [L16]
function static void ApplyThemeToScrollBox(UScrollBox* ScrollBox,UIFTheme* Theme); [L18] — Apply theme colors and thickness to any standard ScrollBox. Call again after an intentional theme change.
function static bool ApplyThemeToListView(UListView* ListView,UIFTheme* Theme); [L20] — Styles a standard List/Tile/Tree View's scrollbar without rebuilding entries. Call from Construct and On Theme Upda
function void RefreshAppearance(); [L22] — Reapply after changing a local override. Global Set Theme updates automatically.
function virtual void SynchronizeProperties() override; [L23]
function virtual TSharedRef<SWidget> RebuildWidget() override; [L25]
function virtual void ReleaseSlateResources(bool bReleaseChildren) override; [L26]
field TWeakObjectPtr<UIFLocalPlayerSubsystem> BoundUI; [L28]
function void ThemeChanged(UIFTheme* Theme); [L29]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFSelectionOverlay.h
text
struct FIFSelectionMarker [L10] — Projected ellipse. Center and axes are normalized to the game viewport, independent of DPI/UI scale.
field FVector2D Center=FVector2D::ZeroVector; [L13]
field FVector2D AxisX=FVector2D(.01,0); [L14]
field FVector2D AxisY=FVector2D(0,.006); [L15]
field FLinearColor Color=FLinearColor(.22f,.8f,.68f); [L16]
field bool bOrderDestination=false; [L17]
class UIFSelectionData [L21] — Presentation snapshot only. Your game supplies projection and selection; no actor/entity scanning.
field TArray<FIFSelectionMarker> Markers; [L25]
field bool bMarqueeVisible=false; [L26]
field FVector2D MarqueeStart=FVector2D::ZeroVector; [L27]
field FVector2D MarqueeEnd=FVector2D::ZeroVector; [L28]
class UIFSelectionOverlay [L32] — Passive full-viewport overlay. Add outside scaled HUD regions; never captures input or owns focus.
function UIFSelectionOverlay(); [L36]
field FName ModelName=TEXT("SelectionOverlay"); [L37]
field FLinearColor MarqueeColor=FLinearColor(.26f,.76f,.64f,1); [L38]
field float LineThickness=1.5f; [L39]
function void SetSelectionData(UIFSelectionData* Data); [L40]
function void RefreshScreenBinding(); [L41]
function void RefreshSelection(); [L42]
function const UIFSelectionData* GetSelectionData() const [L43]
function virtual void ReleaseSlateResources(bool Children) override; [L44]
function virtual TSharedRef<SWidget> RebuildWidget() override; [L46]
field TObjectPtr<UIFSelectionData> SelectionData; [L48]
field TSharedPtr<SIFSelectionOverlay> Overlay; [L49]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFSettingDefinition.h
text
enum EIFSettingControl [L9]
value Slider [L9]
value Toggle [L9]
value Choice [L9]
enum EIFSettingBinding [L12]
value UIScale [L14]
value TextScale [L14]
value UIVolume [L14]
value GameVolume [L14]
value TooltipDelay [L14]
value ReducedMotion [L14]
value VSync [L15]
value FrameRateLimit [L15]
value ResolutionScale [L15]
value ShadowQuality [L15]
value ViewDistanceQuality [L15]
value Custom [L16]
struct FIFSettingOption [L21] — One option in a localized choice row. Values remain stable when labels are translated.
field FText Label; [L24]
field float Value=0; [L25]
class UIFSettingProvider [L32] — Project-specific settings implement this in Blueprint. The menu owns drafts, not this provider. Preview is reversib
function bool ReadValue(APlayerController* Player,FName SettingId,float& Value,FText& Failure); [L37] — Read the game's persisted value; also useful after Create Root during Blueprint startup.
function bool ValidateValue(APlayerController* Player,FName SettingId,float Value,FText& Failure); [L38]
function bool PreviewValue(APlayerController* Player,FName SettingId,float Value,FText& Failure); [L40] — Present an existing saved value at startup, or a reversible settings preview.
function bool CommitValue(APlayerController* Player,FName SettingId,float Value,FText& Failure); [L41]
function bool RestoreValue(APlayerController* Player,FName SettingId,float OriginalValue,FText& Failure); [L42]
class UIFSettingDefinition [L47] — Create this Data Asset once, then choose it on any Blueprint row. Presentation is independent.
field FName SettingId; [L51]
field FName PageId=TEXT("Interface"); [L52]
field FText Label; [L53]
field FText Help; [L54]
field EIFSettingControl Control=EIFSettingControl::Slider; [L55]
field EIFSettingBinding Binding=EIFSettingBinding::UIScale; [L56]
field float Minimum=.75f; [L57]
field float Maximum=1.5f; [L58]
field float Step=.01f; [L59]
field float DefaultValue=1; [L60]
field float DisplayMultiplier=1; [L62] — Display only: keep stored values in their native engine units.
field FText ValueSuffix; [L63]
field int32 FractionalDigits=2; [L64]
field TArray<FIFSettingOption> Options; [L65]
field bool bPreview=true; [L66]
field bool bEnabled=true; [L67]
field FText UnavailableReason; [L68]
field TSubclassOf<UIFSettingProvider> ProviderClass; [L69]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FIFSettingsSessionChanged,FName,ChangedSettingId); [L73]
class UIFSettingsSession [L77] — Shared draft across every tab and binding row. No widget tree is constructed by this class.
function bool BeginSession(APlayerController* Player,const TArray<UIFSettingDefinition*>& Definitions,bool IncludeInputBindings,FText& Failure); [L82] — Definitions must have unique IDs; opening another editor is rejected without disturbing it.
function bool IsActive() const [L83]
function bool HasPendingChanges() const; [L84]
function bool GetSettingValue(FName SettingId,float& Value) const; [L85]
function bool SetSettingValue(FName SettingId,float Value,FText& Failure); [L87] — Rejects invalid/out-of-range values. Snaps slider steps; previews only when configured.
function bool RestoreDefaults(FName PageId,FText& Failure); [L89] — None restores all definitions. Input bindings reset separately through Restore Binding Default.
function bool ApplySession(FText& Failure); [L92] — Validates all drafts, then commits. Failure retains the session and reports rollback failures. Engine input persist
function void CancelSession(); [L93]
field FIFSettingsSessionChanged OnSessionChanged; [L94]
function bool Read(UIFSettingDefinition* Definition,float& Value,FText& Failure); [L96]
function bool Check(UIFSettingDefinition* Definition,float Value,FText& Failure) const; [L97]
function bool Preview(UIFSettingDefinition* Definition,float Value,FText& Failure); [L98]
function void RestoreCustom(const TArray<FName>& Ids,FText& Failure,bool RetainDraftPreview=false); [L99]
field TObjectPtr<APlayerController> Owner; [L100]
field TMap<FName,TObjectPtr<UIFSettingDefinition>> Definitions; [L101]
field TMap<FName,TObjectPtr<UIFSettingProvider>> Providers; [L102]
field TMap<FName,float> Original; [L103]
field TMap<FName,float> Draft; [L104]
field TSet<FName> TouchedCustom; [L105]
field bool bActive=false; [L106]
field bool bOwnsBindings=false; [L107]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFSettings.h
text
enum EIFScalarPreference [L12] — Small scalar controls can edit one preference without rebuilding the whole preference struct.
value UIScale [L12]
value TextScale [L12]
value UIVolume [L12]
value GameVolume [L12]
value TooltipDelay [L12]
struct FIFUIPreferences [L16] — Display/audio preferences are shared by this game instance. Key profiles remain local-player EnhancedInput data.
field float UIScale=1.f; [L19]
field float TextScale=1.f; [L20]
field float UIVolume=.8f; [L21]
field float GameVolume=.8f; [L22]
field bool bReducedMotion=false; [L23]
field float TooltipDelay=.35f; [L24]
class UIFSettingsSave [L27]
field int32 SchemaVersion=1; [L31]
field FIFUIPreferences Preferences; [L32]
class UIFAudioRouting [L36] — Configure your own engine audio classes. UI/game must be distinct siblings; avoid a parent/master class here.
field TObjectPtr<USoundMix> Mix; [L40]
field TObjectPtr<USoundClass> UIClass; [L41]
field TObjectPtr<USoundClass> GameClass; [L42]
function DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FIFPreferencesChanged,const FIFUIPreferences&,Preferences) [L44]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FIFPreferencesChanged,const FIFUIPreferences&,Preferences); [L44]
class UIFSettingsSubsystem [L48] — Staged UI preferences with explicit preview/apply/cancel. Uses engine DPI, SoundMix and SaveGame.
function virtual void Initialize(FSubsystemCollectionBase& Collection) override; [L52]
function virtual void Deinitialize() override; [L53]
function bool BeginEdit(); [L55] — False if another screen already owns an edit session.
function bool IsEditing() const [L56]
function FIFUIPreferences GetPreferences() const [L57]
function FIFUIPreferences GetCommittedPreferences() const [L58]
function FIFUIPreferences GetPresentedPreferences() const [L59]
function void RefreshPresentation() [L61] — Reapply audio to a new world after travel.
function bool SetDraft(FIFUIPreferences Preferences,bool bPreview); [L63] — Rejects non-finite values; finite values clamp to supported bounds. Preview is reversible.
function float GetScalarPreference(EIFScalarPreference Preference) const; [L65] — Reads the active draft, or committed value when no session is open.
function bool SetScalarPreference(EIFScalarPreference Preference,float Value,bool bPreview=true); [L67] — Same validation/transaction as Set Draft; leaves every other field unchanged.
function bool GetReducedMotion() const [L68]
function bool SetReducedMotion(bool bValue,bool bPreview=true); [L69]
function void RestoreDefaults(bool bPreview); [L70]
function bool Apply(FText& FailureReason); [L72] — On save failure returns false and retains the draft/session. No success event is emitted.
function void Cancel(); [L73]
function bool SetStorageProfile(FString Slot,int32 UserIndex); [L75] — Select a different save profile before editing. Existing files are never migrated silently.
function bool SetAudioRouting(UIFAudioRouting* Routing); [L76]
field FIFPreferencesChanged OnPreferencesChanged; [L77]
function void LoadPreferences(); [L79]
function void Present(const FIFUIPreferences& Preferences); [L80]
function static bool Validate(FIFUIPreferences& Preferences); [L81]
field FIFUIPreferences Committed,Draft,Presented; [L82]
field bool bEditing=false; [L83]
field float ProjectApplicationScale=1.f; [L84]
field FString StorageSlot=TEXT("InterfaceForgeUI"); [L85]
field int32 StorageUser=0; [L86]
field TObjectPtr<UIFAudioRouting> AudioRouting; [L87]
field TWeakObjectPtr<UWorld> AudioWorld; [L88]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFSettingsWidgets.h
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class UIFSettingsTabButton [L20] — Place in Designer and set Page Index. Any Blueprint button style can inherit this behavior.
field int32 PageIndex=0; [L24]
field TObjectPtr<UIFSettingsMenu> Menu; [L25]
function virtual void NativeOnClicked() override; [L27]
class UIFSettingRow [L32] — Build the visual in Designer. Name only the controls you need; no copied setting logic.
field TObjectPtr<UIFSettingDefinition> Definition; [L36]
field TObjectPtr<UIFSettingsSession> Session; [L37]
field bool bFollowThemeColors=true; [L39] — Disable to retain explicitly authored Slider/Combo styles and option generation.
function void InitializeSetting(UIFSettingsSession* EditingSession); [L40]
function void RefreshSetting(); [L41]
function bool SubmitSettingValue(float Value); [L43] — Custom controls call this instead of touching any engine subsystem directly.
function void OnSettingRefreshed(float Value,bool Available,const FText& Reason); [L44]
function void OnSettingSubmitted(bool Success,const FText& Reason); [L45]
function virtual void NativePreConstruct() override; [L47]
function virtual void NativeConstruct() override; [L48]
function virtual void NativeDestruct() override; [L49]
field TObjectPtr<UTextBlock> LabelText; [L50]
field TObjectPtr<UTextBlock> HelpText; [L51]
field TObjectPtr<UTextBlock> ValueText; [L52]
field TObjectPtr<UTextBlock> StatusText; [L53]
field TObjectPtr<USlider> ValueSlider; [L54]
field TObjectPtr<UCheckBox> ValueToggle; [L55]
field TObjectPtr<UIFButton> ValueToggleButton; [L57] — Optional themed alternative to a checkbox; ordinary IFButton sizing/focus/input applies.
field TObjectPtr<UComboBoxString> ValueChoice; [L58]
field bool bRefreshing=false; [L60]
field float LastPresentedValue=0; [L61]
field bool bHasPresentedValue=false; [L62]
field bool bOwnsChoiceGenerator=false; [L63]
field FDelegateHandle CultureHandle; [L64]
field FTSTicker::FDelegateHandle ChoiceFocusHandle; [L65]
function bool DismissChoicePopup(); [L67]
function void ChoiceOpening(); [L68]
function void StopChoiceFocusWatch(); [L69]
function void SettingChanged(FName ChangedSettingId); [L70]
function void ThemeChanged(UIFTheme* Theme); [L71]
function UWidget* GenerateChoiceLabel(FString Item); [L72]
function void RefreshControlTheme(); [L73]
function void SliderChanged(float Value); [L74]
function void ToggleChanged(bool Value); [L75]
function void ChoiceChanged(FString Item,ESelectInfo::Type SelectionType); [L76]
function void ToggleClicked(); [L77]
class UIFSettingsMenu [L82] — Designer-owned tabbed screen. Page content, tabs, rows, animation and layout are Blueprint assets.
field TArray<FName> PageIds; [L86]
field TArray<TObjectPtr<UIFSettingDefinition>> AdditionalDefinitions; [L87]
field bool bIncludeInputBindings=true; [L88]
field FName BindingPageId=TEXT("Controls"); [L89]
field TObjectPtr<UIFSettingsSession> EditingSession; [L90]
field int32 ActivePage=0; [L91]
function bool SelectSettingsPage(int32 Index); [L92]
function bool ApplySettings(); [L93]
function void CancelSettings(); [L94]
function bool RestorePageDefaults(); [L95]
function bool RestoreAllDefaults(); [L96]
function void OnSettingsPageChanged(int32 Index,FName PageId); [L97]
function void OnSettingsSessionUpdated(bool PendingChanges,const FText& Message); [L98]
function virtual void NativeConstruct() override; [L100]
function virtual void NativeDestruct() override; [L101]
function virtual void NativeOnActivated() override; [L102]
function virtual void NativeOnDeactivated() override; [L103]
function virtual bool NativeOnHandleBackAction() override; [L104]
field TObjectPtr<UWidgetSwitcher> SettingsPages; [L105]
field TObjectPtr<UTextBlock> SettingsStatus; [L106]
field TObjectPtr<UIFButton> ApplyChoice; [L107]
field TObjectPtr<UIFButton> CancelChoice; [L108]
field TObjectPtr<UIFButton> DefaultsChoice; [L109]
function void VisitWidgets(TFunctionRef<void(UWidget*)> Visitor); [L111]
function void ApplyClicked(); [L112]
function void DefaultsClicked(); [L113]
function void ShowMessage(const FText& Message); [L114]
function void SessionChanged(FName ChangedSettingId); [L115]
function void BindingChanged(bool Success,const FText& Message); [L116]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFSurface.h
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class UIFSurface [L10] — A theme-aware panel. Place any Blueprint layout inside it; content is never replaced.
field TObjectPtr<UIFTheme> ThemeOverride; [L14]
field FName SurfaceStyle; [L16] — Named brush in the active theme's Surface Styles. None/missing retains the normal rounded surface.
field float CornerRadius=12; [L17]
field float OutlineWidth=1; [L18]
function void RefreshAppearance(); [L19]
function virtual void SynchronizeProperties() override; [L20]
function virtual TSharedRef<SWidget> RebuildWidget() override; [L22]
function virtual void ReleaseSlateResources(bool bReleaseChildren) override; [L23]
field TWeakObjectPtr<UIFLocalPlayerSubsystem> BoundUI; [L25]
function void ThemeChanged(UIFTheme* Theme); [L26]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFText.h
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enum EIFTextRole [L9]
value Body [L9]
value Heading [L9]
value Caption [L9]
value Accent [L9]
value Danger [L9]
class UIFText [L12] — A normal TextBlock that follows local-player theme and text-size preferences.
function UIFText(); [L16]
field EIFTextRole Role=EIFTextRole::Body; [L17]
field int32 BaseSize=16; [L18]
field TObjectPtr<UIFTheme> ThemeOverride; [L19]
function void RefreshAppearance(); [L20]
function virtual void SynchronizeProperties() override; [L21]
function virtual TSharedRef<SWidget> RebuildWidget() override; [L23]
function virtual void ReleaseSlateResources(bool bReleaseChildren) override; [L24]
field TWeakObjectPtr<UIFLocalPlayerSubsystem> BoundUI; [L26]
field TWeakObjectPtr<UIFSettingsSubsystem> BoundSettings; [L27]
function void ThemeChanged(UIFTheme* Theme); [L28]
function void PreferencesChanged(const FIFUIPreferences& Preferences); [L29]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFTooltip.h
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class UIFTooltipCard [L15] — Optional default tooltip. Replace its tree or use any Widget Blueprint implementing IFEntry.
function virtual void RefreshEntry_Implementation() override; [L19]
function virtual void ReleaseEntry_Implementation() override; [L20]
function virtual void NativeOnInitialized() override; [L22]
field TObjectPtr<UIFText> TitleText; [L24]
field TObjectPtr<UIFText> DetailText; [L25]
field TObjectPtr<UIFText> ReasonText; [L26]
class UIFTooltipAnchor [L31] — Wrap a widget in this Designer component. Opens an unfocused, window-fitted engine popup.
function UIFTooltipAnchor(const FObjectInitializer& Initializer); [L35]
field TSubclassOf<UUserWidget> TooltipEntryClass; [L37] — Any IFEntry Widget Blueprint. Data may be your own UObject rather than IFPresentationData.
field TObjectPtr<UObject> TooltipData; [L38]
field float PreferredWidth=300; [L40] — Width in player UI units, before engine DPI/user scale. Also constrained by the player's root.
field bool bUseNavigationPlacement=false; [L42] — Use a separate engine placement for keyboard/controller focus. Pointer and explicit touch use Placement.
field TEnumAsByte<EMenuPlacement> NavigationPlacement=MenuPlacement_CenteredAboveAnchor; [L43]
function TEnumAsByte<EMenuPlacement> GetResolvedPlacement() const; [L45] — Current input family resolves the placement without changing the Designer's pointer Placement.
function void RefreshTooltipPlacement(); [L47] — Apply changed placement options to an already open tooltip. No data/focus replacement.
function void SetTooltipData(UObject* Data); [L48]
function bool RequestTooltip(bool UseDelay=true); [L50] — Uses the UI preference delay. Pass false for an explicit touch long-press/other custom gesture.
function void HideTooltip(); [L51]
function UUserWidget* GetTooltipEntry() const [L52]
field bool bUseNavigationHintHost=true; [L54] — Prefer the current screen's optional navigation host for keyboard/controller focus. Pointer stays a popup.
function bool IsTooltipShown() const; [L56] — Includes hosted hints. The inherited Is Open reports only the engine popup.
function bool IsTooltipHosted() const; [L57]
function virtual void ReleaseSlateResources(bool bReleaseChildren) override; [L58]
function virtual TSharedRef<SWidget> RebuildWidget() override; [L60]
function bool ShowTooltip(UContentWidget* Host=nullptr,TSubclassOf<UUserWidget> EntryClass=nullptr); [L63]
function UUserWidget* CreateEntry(TSubclassOf<UUserWidget> EntryClass,bool BoundPopupWidth); [L64]
function void CloseTooltip(); [L65]
function UUserWidget* CreateTooltipContent(); [L66]
function void MenuChanged(bool Opened); [L67]
field TObjectPtr<UUserWidget> TooltipEntry; [L68]
function void ReleaseEntry(); [L69]
field TWeakObjectPtr<UContentWidget> PresentedHost; [L70]
field uint64 EntryGeneration=0; [L71]
field bool bClosingTooltip=false; [L72]
class UIFTooltipSubsystem [L77] — One tooltip per local player. The root drives its bounded delay even while the game is paused.
function bool Request(UIFTooltipAnchor* Anchor,bool UseDelay); [L81]
function void Hide(UIFTooltipAnchor* Anchor); [L82]
function void ClearTooltips(); [L84] — Close active/pending content before opening a modal, changing screens, or ending a flow.
function bool RegisterNavigationHintHost(UIFScreen* Screen,UContentWidget* Host,TSubclassOf<UUserWidget> EntryClass,bool YieldToNotifications=true); [L87] — Empty, noninteractive Designer container owned by Screen. Rejects invalid classes/foreign or occupied hosts.
function void UnregisterNavigationHintHost(UIFScreen* Screen); [L88]
function void Advance(float DeltaSeconds); [L89]
function virtual void Deinitialize() override; [L90]
field TWeakObjectPtr<UIFTooltipAnchor> Current; [L92]
field TWeakObjectPtr<UIFScreen> RequestedScreen; [L93]
field float RemainingDelay=0; [L94]
function bool CanShow(UIFTooltipAnchor* Anchor) const; [L95]
function UContentWidget* ResolveNavigationHost(UIFTooltipAnchor* Anchor) const; [L96]
function bool ShouldYieldNavigationHint(UIFTooltipAnchor* Anchor) const; [L97]
function bool Present(UIFTooltipAnchor* Anchor); [L98]
field TWeakObjectPtr<UContentWidget> NavigationHost; [L99]
field TWeakObjectPtr<UIFScreen> HostScreen; [L100]
field TSubclassOf<UUserWidget> HostEntryClass; [L101]
field bool bYieldToNotifications=true; [L102]
field bool bClearing=false; [L103]
field bool bChangingHost=false; [L104]Plugins/InterfaceForge/Source/InterfaceForge/Public/IFWorldEntryLibrary.h
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class UIFWorldEntryLibrary [L14] — Use the normal entry contract on an engine Widget Component. Placement and visibility remain project-owned.
function static UUserWidget* SetWorldEntry(UWidgetComponent* Component,APlayerController* LocalPlayer,TSubclassOf<UUserWidget> EntryClass,UObject* Data); [L23] — Creates a local-player-owned widget and initializes IFEntry. Invalid inputs leave the existing body unchanged. Reus
function static void ClearWorldEntry(UWidgetComponent* Component); [L26] — Release the entry subscription and remove this component's body. Also clears its automatic Widget Class.
function static void RefreshWorldEntry(UWidgetComponent* Component); [L29] — Refresh a custom entry and request an engine redraw; useful with Manually Redraw enabled.
function static bool UpdateWorldEntryLink(UStaticMeshComponent* Link,FVector From,FVector To,float Width=3.f); [L35] — Fit a caller-owned mesh's local X axis between world points. Width applies to its Y/Z bounds. Supply your own mesh/
function static bool GetWorldEntryWidgetPoint(UWidgetComponent* Component,UWidget* Widget,FVector2D Alignment,FVector& WorldPosition); [L40] — Resolve an alignment point on a rendered child to world space. Supports planar World Widget Components. Alignment iReview/DeferredInventory/InventoryForge/Source/InventoryForge/InventoryForge.Build.cs
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C# class InventoryForge : ModuleRules [L2]
constructor InventoryForge(ReadOnlyTargetRules Target) [L4]
module dependencies PublicDependencyModuleNames: Core, CoreUObject, Engine, GameplayTags, NetCore [L7]Review/DeferredInventory/InventoryForge/Source/InventoryForge/Private/InvFInventoryComponent.cpp
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function void FInvFReplicatedSlots::PostReplicatedReceive(const FFastArraySerializer::FPostReplicatedReceiveParameters&) [L8]
function UInvFInventoryComponent::UInvFInventoryComponent() [L11]
function bool UInvFInventoryComponent::IsAuthority() const [L17]
function void UInvFInventoryComponent::BeginPlay() [L18]
function void UInvFInventoryComponent::EnsureInitialized() [L19]
function void UInvFInventoryComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const [L25]
function TArray<FInvFSlot> UInvFInventoryComponent::GetSlots() const [L31]
function bool UInvFInventoryComponent::GetSlot(int32 Index,FInvFSlot& Slot) const [L37]
function float UInvFInventoryComponent::GetTotalWeight() const [L42]
function TArray<FInvFSlot> UInvFInventoryComponent::FindItems(const FString& Search,FGameplayTagContainer Tags) const [L47]
function EInvFResult UInvFInventoryComponent::ValidateState(const TArray<FInvFSlot>& Candidate) const [L54]
function void UInvFInventoryComponent::Commit(const TArray<FInvFSlot>& Candidate) [L76]
function EInvFResult UInvFInventoryComponent::GrantItem(UInvFItemDefinition* Definition,int32 Quantity) [L89]
function TGuardValue<bool> Guard(bInTransaction,true); [L93]
function bool UInvFInventoryComponent::CanTransferTo_Implementation(const UInvFInventoryComponent* Target) const [L104]
function bool UInvFInventoryComponent::CanConsume_Implementation(const FInvFSlot& Slot,int32) const [L106]
function EInvFResult UInvFInventoryComponent::ExecuteRequest(const FInvFRequest& R) [L109]
function TGuardValue<bool> Guard(bInTransaction,true); [L113]
function FGuid UInvFInventoryComponent::SubmitRequest(const FInvFRequest& Request) [L175]
function void UInvFInventoryComponent::ServerSubmit_Implementation(FGuid ID,FInvFRequest R) [L182]
function void UInvFInventoryComponent::ClientFinished_Implementation(FGuid ID,EInvFResult Result,int32 ServerRevision) [L184]
function void UInvFInventoryComponent::NotifyReplicatedChange() [L186]
function void UInvFInventoryComponent::OnRepRevision() [L187]
function FInvFSnapshot UInvFInventoryComponent::CaptureSnapshot() const [L188]
function EInvFResult UInvFInventoryComponent::RestoreSnapshot(const FInvFSnapshot& Snapshot) [L194]
function TGuardValue<bool> Guard(bInTransaction,true); [L198]Review/DeferredInventory/InventoryForge/Source/InventoryForge/Private/Tests/InvFTransactionTests.cpp
text
struct FFixture [L10]
field UWorld* World=UWorld::CreateWorld(EWorldType::Game,false,NAME_None,nullptr,true,ERHIFeatureLevel::Num,nullptr,true); [L12]
field AActor* Actor=nullptr; [L13]
field UInvFInventoryComponent* Inventory=nullptr; [L14]
field UInvFItemDefinition* Item=nullptr; [L15]
function FFixture(int32 Capacity=4) [L16]
function ~FFixture() [L23]
function int32 Total() const [L24]
function FInvFRequest Request(EInvFOperation Op,int32 From,int32 To,int32 Qty) const [L25]
macro object IMPLEMENT_SIMPLE_AUTOMATION_TEST(FInvFConservation,"AshenForge.InventoryForge.Transactions.Conservation",EAutomationTestFlags::EditorContext|EAutomationTestFlags::EngineFilter) [L29]
function bool FInvFConservation::RunTest(const FString&) [L30]
macro object IMPLEMENT_SIMPLE_AUTOMATION_TEST(FInvFAtomic,"AshenForge.InventoryForge.Transactions.AtomicRejection",EAutomationTestFlags::EditorContext|EAutomationTestFlags::EngineFilter) [L50]
function bool FInvFAtomic::RunTest(const FString&) [L51]
macro object IMPLEMENT_SIMPLE_AUTOMATION_TEST(FInvFTransfer,"AshenForge.InventoryForge.Transactions.TransferAndRestore",EAutomationTestFlags::EditorContext|EAutomationTestFlags::EngineFilter) [L68]
function bool FInvFTransfer::RunTest(const FString&) [L69]Review/DeferredInventory/InventoryForge/Source/InventoryForge/Public/InvFInventoryComponent.h
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macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE(FInvFInventoryChanged); [L8]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FInvFRequestFinished, FGuid, RequestId, EInvFResult, Result, int32, ServerRevision); [L9]
function DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FInvFItemConsumed, UInvFItemDefinition*, Definition, int32, Quantity) [L10]
macro object DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FInvFItemConsumed, UInvFItemDefinition*, Definition, int32, Quantity); [L10]
class UInvFInventoryComponent [L14] — Attach to a replicated player-owned Actor. All mutations are revalidated by the authority.
function UInvFInventoryComponent(); [L18]
function virtual void BeginPlay() override; [L19]
function virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override; [L20]
field int32 Capacity = 32; [L22]
field float WeightLimit = 0; [L24] — Zero means unlimited. Server checks the candidate's complete weight before committing.
field FGameplayTagContainer AcceptedItemTags; [L26] — If nonempty, accepted definitions must contain at least one matching tag.
field FInvFInventoryChanged OnInventoryChanged; [L27]
field FInvFRequestFinished OnRequestFinished; [L28]
field FInvFItemConsumed OnItemConsumed; [L30] — Authority only. Apply your gameplay effect from this callback, after the consume commits.
function int32 GetRevision() const [L32]
function TArray<FInvFSlot> GetSlots() const; [L33]
function bool GetSlot(int32 SlotIndex, FInvFSlot& Slot) const; [L34]
function float GetTotalWeight() const; [L35]
function TArray<FInvFSlot> FindItems(const FString& Search, FGameplayTagContainer Tags) const; [L37] — Case-insensitive display-name/description search, optional tags, stable slot order.
function EInvFResult GrantItem(UInvFItemDefinition* Definition, int32 Quantity); [L40] — Trusted gameplay grants only. Atomic: a full container never grants a partial quantity.
function EInvFResult ExecuteRequest(const FInvFRequest& Request); [L42] — Direct authority operation; same validation used by client requests.
function FGuid SubmitRequest(const FInvFRequest& Request); [L44] — Owned-component reliable request. Bind On Request Finished for the authoritative result.
function FInvFSnapshot CaptureSnapshot() const; [L45]
function EInvFResult RestoreSnapshot(const FInvFSnapshot& Snapshot); [L47] — Only trusted server saves. Does not provide an RPC for restoring client snapshots.
function bool CanTransferTo(const UInvFInventoryComponent* Target) const; [L49] — Default permits transfer only between inventories on the same Actor. Override on server for chests/trade.
function bool CanConsume(const FInvFSlot& Slot, int32 Quantity) const; [L50]
function void NotifyReplicatedChange(); [L51]
field FInvFReplicatedSlots ReplicatedSlots; [L53]
field int32 Revision = 0; [L54]
field bool bInTransaction = false; [L55]
function void EnsureInitialized(); [L56]
function bool IsAuthority() const; [L57]
function EInvFResult ValidateState(const TArray<FInvFSlot>& Candidate) const; [L58]
function void Commit(const TArray<FInvFSlot>& Candidate); [L59]
function void OnRepRevision(); [L60]
function void ServerSubmit(FGuid RequestId, FInvFRequest Request); [L61]
function void ClientFinished(FGuid RequestId, EInvFResult Result, int32 ServerRevision); [L62]Review/DeferredInventory/InventoryForge/Source/InventoryForge/Public/InvFInventoryTypes.h
text
enum EInvFResult [L11]
value Success [L13]
value NotAuthority [L13]
value InvalidInput [L13]
value StaleRevision [L13]
value EmptySlot [L13]
value Full [L13]
value Restricted [L13]
value TooHeavy [L13]
value Incompatible [L14]
value NotConsumable [L14]
value InvalidSnapshot [L14]
value Busy [L14]
enum EInvFOperation [L17]
value Move [L17]
value Split [L17]
value Consume [L17]
value Equip [L17]
value Unequip [L17]
value Transfer [L17]
struct FInvFSlot [L21] — One owned stack with a stable ID. Copies returned to Blueprint are read-only snapshots.
field int32 SlotIndex = INDEX_NONE; [L24]
field FGuid InstanceId; [L25]
field TObjectPtr<UInvFItemDefinition> Definition = nullptr; [L26]
field int32 Quantity = 0; [L27]
field FGameplayTag EquipmentSlot; [L28]
function bool IsEmpty() const [L29]
function void Clear() [L30]
struct FInvFReplicatedSlots [L34]
field TArray<FInvFSlot> Items; [L37]
field TObjectPtr<UInvFInventoryComponent> Owner = nullptr; [L38]
function bool NetDeltaSerialize(FNetDeltaSerializeInfo& Info) [L39]
function void PostReplicatedReceive(const FFastArraySerializer::FPostReplicatedReceiveParameters& Parameters); [L40]
struct TStructOpsTypeTraits<FInvFReplicatedSlots> [L42]
field enum { WithNetDeltaSerializer = true }; [L43]
value WithNetDeltaSerializer = true [L43]
struct FInvFRequest [L47] — Client request references existing state only. It has no item-definition or item-grant field.
field EInvFOperation Operation = EInvFOperation::Move; [L50]
field int32 SourceSlot = 0; [L51]
field int32 TargetSlot = 0; [L52]
field int32 Quantity = 1; [L53]
field int32 ExpectedRevision = 0; [L54]
field int32 ExpectedTargetRevision = 0; [L55]
field FGameplayTag EquipmentSlot; [L56]
field TObjectPtr<UInvFInventoryComponent> TargetInventory = nullptr; [L57]
struct FInvFSavedStack [L61]
field int32 SlotIndex = 0; [L64]
field FGuid InstanceId; [L65]
field TSoftObjectPtr<UInvFItemDefinition> Definition; [L66]
field int32 Quantity = 0; [L67]
field FGameplayTag EquipmentSlot; [L68]
struct FInvFSnapshot [L71]
field int32 Version = 1; [L74]
field int32 Capacity = 32; [L75]
field TArray<FInvFSavedStack> Stacks; [L76]Review/DeferredInventory/InventoryForge/Source/InventoryForge/Public/InvFItemDefinition.h
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class UInvFItemDefinition [L10] — Shared immutable item template. Never store a player's quantities or durability here.
field FText DisplayName; [L14]
field FText Description; [L15]
field TSoftObjectPtr<UTexture2D> Icon; [L16]
field int32 MaxStack = 1; [L17]
field float UnitWeight = 0; [L18]
field FGameplayTagContainer ItemTags; [L19]
field FGameplayTagContainer AllowedEquipmentSlots; [L20]
field bool bConsumable = false; [L21]
function bool HasValidRules() const [L22]Review/Diagnostics/GraphCapture/ForgeGraphPolish-UnacceptedCapture.cpp
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function FString SemanticGraph(UWidgetBlueprint* BP) [L38]
function FString Digest(const FString& Value) [L60]
function UEdGraphNode* Linked(UEdGraphPin* Pin) [L62]
function UK2Node_CallFunction* NextCall(const UK2Node_CallFunction* Call) [L64]
field FString Title; [L66]
field TArray<UEdGraphNode*> Nodes; [L66]
struct FSection [L66]
function bool UForgeExampleAuthoring::RefineLanguageGraphLayout(bool bVerifyOnly) [L69]
function bool UForgeExampleAuthoring::CaptureLanguageGraph() [L143]Review/Diagnostics/LanguageFocus/ForgeLocalizationReview-NativeProbe.cpp
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function UIFButton* FindButton(UIFScreen* Screen,FName Name) [L31]
function void Key(FKey K) [L33]
function void AForgeLocalizationReview::Check(bool Value,const TCHAR* Reason) [L36]
function void AForgeLocalizationReview::StartReview(APlayerController* Player) [L38]
function void AForgeLocalizationReview::Press(UIFScreen* Screen,FName Name) [L50]
function void AForgeLocalizationReview::Back() [L52]
function void AForgeLocalizationReview::Capture(const TCHAR* Name) [L53]
function void AForgeLocalizationReview::Finish() [L58]
function void AForgeLocalizationReview::EndPlay(const EEndPlayReason::Type Reason) [L67]
function void AForgeLocalizationReview::Advance() [L68]Review/Diagnostics/LanguageFocus/verify_language_focus_live_unaccepted.py
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python function finish [L14]
python function advance [L20]Source/ForgeExamples/ForgeExamples.Build.cs
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C# class ForgeExamples : ModuleRules [L3]
constructor ForgeExamples(ReadOnlyTargetRules Target) [L5]
module dependencies PublicDependencyModuleNames: Core, CoreUObject, Engine, InputCore, ApplicationCore, UMG, Slate, SlateCore, GameplayTags, InterfaceForge, CommonUI, CommonInput, EnhancedInput [L8]
module dependencies PrivateDependencyModuleNames: DeveloperSettings, AudioMixer, NavigationSystem [L9]Source/ForgeExamples/Private/ForgeAnimationReview.cpp
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function void Key(FKey Value) [L21]
function UIFButton* Choice(UIFEntryWidget* Entry) [L27]
function void Press(UIFEntryWidget* Entry) [L29]
function void AForgeAnimationReview::StartReview(AForgeExamplePlayerController* Player) [L33]
function bool AForgeAnimationReview::Open() [L50]
function void AForgeAnimationReview::Next() [L63]
function void AForgeAnimationReview::Check(bool Passed,const TCHAR* Requirement) [L64]
function void AForgeAnimationReview::Capture(const TCHAR* Name) [L66]
function bool AForgeAnimationReview::Advance(float Delta) [L72]
function void AForgeAnimationReview::Finish() [L146]
function void AForgeAnimationReview::EndPlay(const EEndPlayReason::Type Reason) [L154]Source/ForgeExamples/Private/ForgeArmyOrders.cpp
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function FVector AForgeDemoWorld::NavigationStep(int32 I,FVector Goal) [L13]
function FVector AForgeDemoWorld::ConstrainPoint(FVector P)const [L32]
function void AForgeDemoWorld::CancelAction(int32 I) [L36]
function void AForgeDemoWorld::SetUnitOrder(int32 I,const FForgeUnitOrder& Order,bool Queue) [L42]
function void AForgeDemoWorld::FinishOrder(int32 I) [L53]
function int32 AForgeDemoWorld::NearestOpponent(int32 I,float Range)const [L59]
function void AForgeDemoWorld::IssueOrder(EForgeOrderType Type,FVector Destination,int32 Victim,bool Queue) [L66]
function int32 AForgeDemoWorld::PickUnit(FVector2D Point)const [L94]
function void AForgeDemoWorld::RefreshSelection() [L106]
function void AForgeDemoWorld::SelectAt(FVector2D Point,bool Additive,bool SameType) [L112]
function void AForgeDemoWorld::SelectRectangle(FVector2D Start,FVector2D End,bool Additive) [L130]
function const FBox2D Box(FVector2D::Min(Start,End),FVector2D::Max(Start,End)); [L133]
function void AForgeDemoWorld::ControlGroup(int32 Group,bool Store,bool Additive,bool CenterCamera) [L139]
function void AForgeDemoWorld::CommandAt(FVector2D Point,bool Queue) [L153]
function void AForgeDemoWorld::ThinkOrders() [L161]
function void AForgeDemoWorld::UpdateSelectionOverlay(bool Marquee,FVector2D Start,FVector2D End) [L193]
function const FVector2D Size(W,H); [L196]Source/ForgeExamples/Private/ForgeCustomizationReview.cpp
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function UIFButton* Choice(UUserWidget* Widget,FName Name) [L28]
function void Key(FKey Value) [L30]
function void Press(UIFButton* Button) [L36]
function UIFText* Label(UUserWidget* Widget,FName Name) [L38]
function EIFInputPresentation BlueprintMode(UIFScreen* Screen) [L40]
function void Move(FVector2D Before,float Distance) [L47]
function void Axis(float Value) [L52]
function bool Inside(UWidget* Widget,UWidget* Parent) [L57]
function void AForgeCustomizationReview::StartReview(AForgeExamplePlayerController* Player) [L66]
function void AForgeCustomizationReview::Check(bool Passed,const TCHAR* Requirement) [L76]
function void AForgeCustomizationReview::Capture(const TCHAR* Name) [L78]
function bool AForgeCustomizationReview::Advance(float) [L84]
function void AForgeCustomizationReview::Finish() [L217]
function void AForgeCustomizationReview::EndPlay(const EEndPlayReason::Type Reason) [L224]Source/ForgeExamples/Private/ForgeDemoAnimInstance.cpp
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function void UForgeDemoAnimInstance::PlayAction(UAnimSequence* Clip,bool HoldFinalPose) [L5]
function void UForgeDemoAnimInstance::ReturnToLocomotion(float BlendOut) [L16]Source/ForgeExamples/Private/ForgeDemoWorld.cpp
text
global declaration const TCHAR* Art=TEXT("/Game/ForgeArt/MassForge/DarkCastle/"); [L47]
function FText Txt(const FString& S) [L48]
function FVector CourtyardCamera(const FVector& Hero,const FVector& Offset) [L49]
function UIFRootLayout* Root(const AActor* A) [L51]
function UAnimSequence* Animation(const TCHAR* Name) [L53]
function AForgeDemoWorld::AForgeDemoWorld() [L59]
function UIFPresentationData* AForgeDemoWorld::Model(FName Name) [L60]
function UObject* AForgeDemoWorld::GetUIModel_Implementation(FName Name) [L65]
function FString AForgeDemoWorld::SaveSlot() const [L66]
function void AForgeDemoWorld::BeginPlay() [L67]
function void AForgeDemoWorld::PushMenu(TSubclassOf<UIFScreen> Class) [L79]
function void AForgeDemoWorld::FrameMainMenu() [L80]
function void AForgeDemoWorld::NewGame() [L104]
function void AForgeDemoWorld::BuildRepresentations() [L121]
function void AForgeDemoWorld::AddRepresentation(int32 I) [L127]
function void AForgeDemoWorld::ShowHUD() [L150]
function void AForgeDemoWorld::Confirm(FName Action,FText Title,FText Message) [L163]
function void AForgeDemoWorld::ConfirmationCompleted(EIFDialogResult Result) [L169]
function bool AForgeDemoWorld::SaveSession() [L177]
function bool AForgeDemoWorld::LoadSession() [L188]
function void AForgeDemoWorld::OpenPause() [L196]
function bool AForgeDemoWorld::RequestUIAction_Implementation(FName Name,UObject* Context) [L197]
function void AForgeDemoWorld::MovePlayer(FVector2D Direction,float DT) [L265]
function void AForgeDemoWorld::OrderMove(FVector Point) [L271]
function void AForgeDemoWorld::PresentAction(int32 Index,UAnimSequence* Clip,bool Hold) [L275]
function void AForgeDemoWorld::PresentIdle(int32 Index) [L281]
function void AForgeDemoWorld::FaceDirection(int32 Index,const FVector& Direction) [L287]
function FVector AForgeDemoWorld::ConstrainRPGStep(FVector From,FVector To)const [L291]
function FCollisionQueryParams Query(SCENE_QUERY_STAT(ForgeRPGMovement),true); [L293]
function bool AForgeDemoWorld::BeginAnimatedHit(int32 Attacker,int32 Victim,float Damage,float Range,bool Cast) [L301]
function void AForgeDemoWorld::ResolveAnimatedHit(int32 Attacker) [L313]
function void AForgeDemoWorld::Tick(float DT) [L332]
function void AForgeDemoWorld::RefreshModels() [L393]
function AForgeDemoController::AForgeDemoController() [L484]
function void AForgeDemoController::BeginPlay() [L485]
function TActorIterator<AForgeDemoWorld> It(GetWorld()); [L487]
function void AForgeDemoController::PlayerTick(float DT) [L512]
function void AForgeDemoController::HandleDemoAction(FName Action) [L545]
function void AForgeDemoController::EndPlay(const EEndPlayReason::Type Reason) [L554]
function bool AForgeDemoController::InputKey(const FInputKeyEventArgs& P) [L560]
function bool AForgeDemoController::PointerOverInterface()const [L585]
function AForgeDemoGameMode::AForgeDemoGameMode() [L596]Source/ForgeExamples/Private/ForgeEntryReview.cpp
text
function bool BarMatches(UListView* List,UIFTheme* Theme) [L27]
function UTextBlock* RowText(UIFEntryWidget* Row,FName Name) [L40]
function AForgeEntryReview::AForgeEntryReview() [L43]
function void AForgeEntryReview::StartReview(APlayerController* Player,UObject* Provider) [L45]
function void AForgeEntryReview::Tick(float DeltaSeconds) [L103]
function void AForgeEntryReview::Check(bool Condition,const TCHAR* Requirement) [L110]
function void AForgeEntryReview::InspectVisibleRows() [L115]
function void AForgeEntryReview::NextStage() [L132]Source/ForgeExamples/Private/ForgeExampleGameMode.cpp
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function AForgeExampleGameMode::AForgeExampleGameMode() [L53]
function AForgeExamplePlayerController::AForgeExamplePlayerController() [L54]
function void AForgeExamplePlayerController::BeginPlay() [L67]
function void AForgeExamplePlayerController::DialogReviewCompleted(EIFDialogResult Result) [L122]
function void AForgeExamplePlayerController::SetupInputComponent() [L127]
function bool AForgeExamplePlayerController::InputKey(const FInputKeyEventArgs& Params) [L135]
function void AForgeExamplePlayerController::PlayerTick(float DeltaTime) [L142]
function void AForgeExamplePlayerController::BeginExpedition() [L149]
function void AForgeExamplePlayerController::PauseExpedition() [L180]
function void AForgeExamplePlayerController::ReturnToMainMenu() [L186]
function void AForgeExamplePlayerController::SelectNextScout() [L193]
function void AForgeExamplePlayerController::SelectUnderCursor() [L199]
function UForgeWorkshopWidget::UForgeWorkshopWidget() [L206]
function void UForgeWorkshopWidget::NativeOnInitialized() [L207]
function void UForgeWorkshopWidget::OpenMenu() [L250]
function bool UForgeWorkshopWidget::NativeOnHandleBackAction() [L251]
function void UForgeWorkshopWidget::OnThemeUpdated_Implementation(UIFTheme* Theme) [L252]
function void UForgeWorkshopWidget::OnInputPresentationUpdated_Implementation(EIFInputPresentation Presentation) [L259]
function void UForgeWorkshopWidget::OpenDialog() [L265]
function void UForgeWorkshopWidget::DialogCompleted(EIFDialogResult Result) [L274]
function void UForgeWorkshopWidget::PreviewDamage() [L276]
function void UForgeWorkshopWidget::PreviewCooldown() [L282]
function void UForgeWorkshopWidget::SwitchTheme() [L287]
function void UForgeWorkshopWidget::ResetPreview() [L297]Source/ForgeExamples/Private/ForgeExampleMenus.cpp
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function UForgeMenuScreen::UForgeMenuScreen() [L21]
function void UForgeMenuScreen::NativeOnInitialized() [L22]
function void UForgeMenuScreen::OnInputPresentationUpdated_Implementation(EIFInputPresentation Mode) [L34]
function void UForgeMenuScreen::EnterPreview() [L40]
function void UForgeMenuScreen::OpenSettings() [L41]
function void UForgeMenuScreen::OpenControls() [L42]
function void UForgeMenuScreen::OpenAbout() [L43]
function UIFSettingsSubsystem* UForgeSettingsScreen::Settings() const [L50]
function UForgeSettingsScreen::UForgeSettingsScreen() [L51]
function void UForgeSettingsScreen::NativeOnInitialized() [L53]
function void UForgeSettingsScreen::NativeOnActivated() [L88]
function void UForgeSettingsScreen::RefreshControls() [L95]
function void UForgeSettingsScreen::ScaleChanged(float V) [L102]
function void UForgeSettingsScreen::TextChanged(float V) [L103]
function void UForgeSettingsScreen::UISoundChanged(float V) [L104]
function void UForgeSettingsScreen::GameSoundChanged(float V) [L105]
function void UForgeSettingsScreen::MotionChanged(bool V) [L106]
function void UForgeSettingsScreen::ApplyChanges() [L107]
function void UForgeSettingsScreen::CancelChanges() [L108]
function void UForgeSettingsScreen::Defaults() [L109]
function void UForgeSettingsScreen::PlayGameAudio() [L110]
function void UForgeSettingsScreen::OpenControls() [L111]
function bool UForgeSettingsScreen::NativeOnHandleBackAction() [L112]
function void UForgeSettingsScreen::NativeDestruct() [L113]
function FMapPlayerKeyArgs UForgeControlsScreen::Mapping() const [L115]
function void UForgeControlsScreen::NativeOnInitialized() [L121]
function void UForgeControlsScreen::NativeOnActivated() [L144]
function void UForgeControlsScreen::RefreshKey() [L150]
function TGuardValue<bool> RefreshGuard(bRefreshingKey,true); [L151]
function void UForgeControlsScreen::KeySelected(FInputChord Chord) [L152]
function void UForgeControlsScreen::ApplyChanges() [L158]
function void UForgeControlsScreen::CancelChanges() [L163]
function void UForgeControlsScreen::Defaults() [L164]
function bool UForgeControlsScreen::NativeOnHandleBackAction() [L169]
function void UForgeControlsScreen::NativeDestruct() [L170]Source/ForgeExamples/Private/ForgeExampleUIHelpers.h
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function inline UTextBlock* Text(UWidgetTree* Tree,FText Value,int32 Size=16,FLinearColor Color=FLinearColor(.88f,.93f,.97f,1)) [L17]
function inline UIFButton* Button(UWidgetTree* Tree,FText Label) [L22]
function inline UVerticalBox* Page(UWidgetTree* Tree,FText Title,FText Description) [L23]Source/ForgeExamples/Private/ForgeFieldCardsReview.cpp
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function void Key(FKey V) [L22]
function UIFButton* Button(UIFScreen* S,FName N) [L23]
function void Move(FVector2D Before,float Distance) [L24]
function void ClickPoint(FVector2D Point) [L25]
function void Press(UIFButton* B) [L26]
function void AForgeFieldCardsReview::StartReview(APlayerController* P) [L28]
function void AForgeFieldCardsReview::Check(bool V,const TCHAR* N) [L34]
function bool AForgeFieldCardsReview::Advance(float) [L35]
function void AForgeFieldCardsReview::Finish() [L58]
function void AForgeFieldCardsReview::EndPlay(const EEndPlayReason::Type R) [L59]Source/ForgeExamples/Private/ForgeGlyphReview.cpp
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function void GlyphKey(FKey Key) [L33]
function void AForgeGlyphReview::StartReview(APlayerController* Player) [L41]
function void AForgeGlyphReview::Check(bool Value,const TCHAR* Requirement) [L58]
function bool AForgeGlyphReview::ChangeGamepadKey(FKey Key) [L60]
function bool AForgeGlyphReview::RestoreOriginal() [L69]
function void AForgeGlyphReview::EndPlay(const EEndPlayReason::Type Reason) [L77]
function bool AForgeGlyphReview::GlyphFits() const [L85]
function bool AForgeGlyphReview::ContextTitleFits() const [L96]
function bool AForgeGlyphReview::ExpandedTextFits() const [L106]
function bool AForgeGlyphReview::ScrollAppearanceMatches() const [L126]
function bool AForgeGlyphReview::CustomBodyMatches() const [L150]
function void AForgeGlyphReview::Capture(const TCHAR* Name) [L161]
function bool AForgeGlyphReview::Advance(float) [L167]Source/ForgeExamples/Private/ForgeLoadingFlows.cpp
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function UIFRootLayout* PlayerRoot(APlayerController* Player) [L10]
function UIFDialogData* LoadFailure(UObject* Owner,FText Reason) [L12]
function bool AForgeExamplePlayerController::RequestBeginExpedition() [L19]
function void AForgeExamplePlayerController::ExpeditionReady(UIFScreen* Screen,FText) [L26]
function void AForgeExamplePlayerController::ExpeditionFailed(UIFScreen*,FText Reason) [L31]
function void AForgeExamplePlayerController::ExpeditionCancelled(UIFScreen*,FText) [L36]
function void AForgeExamplePlayerController::RetryExpedition(EIFDialogResult Result) [L37]
function bool AForgePilgrimageController::RequestBeginJourney() [L40]
function void AForgePilgrimageController::JourneyReady(UIFScreen* Screen,FText) [L47]
function void AForgePilgrimageController::JourneyFailed(UIFScreen*,FText Reason) [L52]
function void AForgePilgrimageController::JourneyCancelled(UIFScreen*,FText) [L57]
function void AForgePilgrimageController::RetryJourney(EIFDialogResult Result) [L58]Source/ForgeExamples/Private/ForgeLoadingReview.cpp
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function void NavigationKey(FKey Key) [L37]
function bool Focused(UIFButton* Button,APlayerController* Player) [L44]
function FText ReadSavedMenuText(UIFScreen* Screen,FName Name,FText Fallback,bool Detail) [L46]
function FStructOnScope Params(Function); [L49]
function void AForgeLoadingReview::StartReview(APlayerController* Player,UObject* Provider) [L63]
function void AForgeLoadingReview::EndPlay(const EEndPlayReason::Type Reason) [L88]
function void AForgeLoadingReview::RestoreSafeArea() [L96]
function void AForgeLoadingReview::SetSafeArea(FMargin Ratio) [L110]
function void AForgeLoadingReview::CheckSafeArea(UIFRootLayout* Root,bool Inset) [L127]
function void AForgeLoadingReview::Check(bool Value,const TCHAR* Requirement) [L159]
function UIFButton* AForgeLoadingReview::Button(UIFScreen* Screen,FName Name) const [L161]
function void AForgeLoadingReview::Press(UIFButton* Target) [L163]
function void AForgeLoadingReview::Back() [L172]
function void AForgeLoadingReview::Capture(const TCHAR* Name) [L178]
function void AForgeLoadingReview::StartMenuMotionProbe() [L185]
function bool AForgeLoadingReview::ObserveMenuMotion(float Delta) [L197]
function void AForgeLoadingReview::CheckNavigationCues(UIFScreen* Screen) [L253]
function UIFScreenLoadAction* AForgeLoadingReview::Request(UIFRootLayout* Root,UObject* Scope) [L288]
function void AForgeLoadingReview::CheckMenuGeometry(UIFScreen* Screen,bool bMain) [L293]
function void AForgeLoadingReview::CheckMenuContent(UIFScreen* Screen,bool bMain) [L341]
function void AForgeLoadingReview::Ready(UIFScreen*,FText Reason) [L349]
function void AForgeLoadingReview::Failed(UIFScreen* Screen,FText Reason) [L350]
function void AForgeLoadingReview::Cancelled(UIFScreen* Screen,FText Reason) [L351]
function bool AForgeLoadingReview::Advance(float) [L356]Source/ForgeExamples/Private/ForgeLocalizationReview.cpp
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function UIFButton* FindButton(UIFScreen* Screen,FName Name) [L29]
function void Key(FKey K) [L31]
function void AForgeLocalizationReview::Check(bool Value,const TCHAR* Reason) [L34]
function void AForgeLocalizationReview::StartReview(APlayerController* Player) [L36]
function void AForgeLocalizationReview::Press(UIFScreen* Screen,FName Name) [L48]
function void AForgeLocalizationReview::Back() [L50]
function void AForgeLocalizationReview::Capture(const TCHAR* Name) [L51]
function void AForgeLocalizationReview::Finish() [L56]
function void AForgeLocalizationReview::EndPlay(const EEndPlayReason::Type Reason) [L65]
function void AForgeLocalizationReview::Advance() [L66]Source/ForgeExamples/Private/ForgeNotificationReview.cpp
text
function void AForgeNotificationReview::StartReview(APlayerController* Player,UObject* Provider) [L24]
function void AForgeNotificationReview::EndPlay(const EEndPlayReason::Type Reason) [L37]
function void AForgeNotificationReview::Check(bool Condition,const TCHAR* Requirement) [L39]
function void AForgeNotificationReview::Ended(FGuid Id,EIFNotificationEndReason Reason) [L44]
function void AForgeNotificationReview::Activate(UIFButton* Button) [L49]
function void AForgeNotificationReview::CheckBounds() [L57]
function bool AForgeNotificationReview::NextStage(float) [L71]Source/ForgeExamples/Private/ForgeOutpost.cpp
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function AForgeOutpost::AForgeOutpost() [L20]
function AActor* AForgeOutpost::Shape(FName Label,UStaticMesh* Mesh,FVector Location,FVector Scale,FLinearColor Color) [L29]
function void AForgeOutpost::BeginPlay() [L37]
function void AForgeOutpost::StartExpedition() [L91]
function void AForgeOutpost::SetExpeditionPaused(bool bPaused) [L104]
function void AForgeOutpost::EndExpedition() [L106]
function void AForgeOutpost::NotifyResult(FText Title,FText Message,FName Key) [L108]
function UObject* AForgeOutpost::GetUIModel_Implementation(FName Name) [L110]
function int32 AForgeOutpost::GetSelectedCount() const [L111]
function void AForgeOutpost::PruneSelection() [L113]
function void AForgeOutpost::SelectActor(AActor* Actor,bool bToggle) [L118]
function bool AForgeOutpost::CanCommand(FName Action,FText& Reason) const [L126]
function bool AForgeOutpost::RequestUIAction_Implementation(FName Action,UObject*) [L147]
function void AForgeOutpost::Tick(float DeltaSeconds) [L189]
function void AForgeOutpost::Publish() [L220]Source/ForgeExamples/Private/ForgePilgrimage.cpp
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function void TraceRPGLayout(UIFScreen* Screen) [L48]
function AForgePilgrimage::AForgePilgrimage() [L98]
function AActor* AForgePilgrimage::Shape(UStaticMesh* Mesh,FVector Location,FVector Scale,FLinearColor Color) [L107]
function void AForgePilgrimage::BeginPlay() [L115]
function void AForgePilgrimage::StartJourney() [L179]
function void AForgePilgrimage::EndJourney() [L187]
function void AForgePilgrimage::SetJourneyPaused(bool bPaused) [L189]
function void AForgePilgrimage::NotifyResult(FText Title,FText Message,FName Key) [L191]
function UObject* AForgePilgrimage::GetUIModel_Implementation(FName Name) [L193]
function bool AForgePilgrimage::RequestUIAction_Implementation(FName Action,UObject*) [L199]
function void AForgePilgrimage::Speak() [L225]
function void AForgePilgrimage::AnswerKeeper(EIFDialogResult Result) [L234]
function void AForgePilgrimage::Tick(float DeltaSeconds) [L236]
function void AForgePilgrimage::Publish() [L249]
function void AForgePilgrimage::EndPlay(const EEndPlayReason::Type Reason) [L280]
function AForgePilgrimageGameMode::AForgePilgrimageGameMode() [L283]
function AForgePilgrimageController::AForgePilgrimageController() [L284]
function void AForgePilgrimageController::BeginPlay() [L294]
function void AForgePilgrimageController::SetupInputComponent() [L375]
function void AForgePilgrimageController::Interact() [L377]
function void AForgePilgrimageController::PlayerTick(float DeltaTime) [L379]
function void AForgePilgrimageController::BeginJourney() [L381]
function void AForgePilgrimageController::PauseJourney() [L383]
function void AForgePilgrimageController::ReturnToMainMenu() [L385]Source/ForgeExamples/Private/ForgePlayableUI.cpp
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function AForgeExamplePlayerController* Controller(UUserWidget* W) [L30]
function UIFRootLayout* Root(UUserWidget* W) [L31]
function UIFText* Text(UWidgetTree* Tree,FText Value,int32 Size=16,EIFTextRole Role=EIFTextRole::Body) [L32]
function UIFButton* AddButton(UWidgetTree* Tree,UVerticalBox* Column,FText Label) [L34]
function UVerticalBox* Card(UWidgetTree* Tree,UCanvasPanel* Canvas,FVector2D Anchor,FVector2D Align,FVector2D Offset,float Width,TArray<TObjectPtr<UBorder>>* Panels=nullptr) [L39]
function void Heading(UWidgetTree* Tree,UVerticalBox* Column,FText Value,int32 Size=26) [L47]
function UForgeMainScreen::UForgeMainScreen() [L50]
function void UForgeMainScreen::NativeOnInitialized() [L51]
function void UForgeMainScreen::Start() [L64]
function void UForgeMainScreen::Settings() [L65]
function bool UForgeMainScreen::NativeOnHandleBackAction() [L66]
function void UForgeMainScreen::Quit() [L67]
function void UForgeMainScreen::QuitConfirmed(EIFDialogResult R) [L72]
function UForgeFieldHUD::UForgeFieldHUD() [L74]
function void UForgeFieldHUD::NativeOnInitialized() [L75]
function void UForgeFieldHUD::NativeConstruct() [L98]
function void UForgeFieldHUD::InitializeScreen_Implementation(UObject* Data) [L105]
function void UForgeFieldHUD::NativeDestruct() [L116]
function void UForgeFieldHUD::RefreshModels() [L123]
function void UForgeFieldHUD::Action(FName N) [L134]
function void UForgeFieldHUD::Patrol() [L135]
function void UForgeFieldHUD::Rally() [L136]
function void UForgeFieldHUD::Recruit() [L137]
function void UForgeFieldHUD::NextScout() [L138]
function void UForgeFieldHUD::Pause() [L139]
function bool UForgeFieldHUD::NativeOnHandleBackAction() [L140]
function void UForgeFieldHUD::OnThemeUpdated_Implementation(UIFTheme* T) [L141]
function UForgePauseScreen::UForgePauseScreen() [L144]
function void UForgePauseScreen::NativeOnInitialized() [L149]
function void UForgePauseScreen::Resume() [L162]
function void UForgePauseScreen::Settings() [L163]
function void UForgePauseScreen::Journal() [L164]
function void UForgePauseScreen::NativeOnDeactivated() [L165]
function void UForgePauseScreen::Return() [L166]
function void UForgePauseScreen::ReturnConfirmed(EIFDialogResult R) [L171]Source/ForgeExamples/Private/ForgeProgressReview.cpp
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function void Key(FKey K) [L26]
function bool Contains(UWidget* Child,UWidget* Parent) [L27]
function void AForgeProgressReview::StartReview(AForgeExamplePlayerController* Player) [L29]
function void AForgeProgressReview::Check(bool Passed,const TCHAR* Requirement) [L36]
function void AForgeProgressReview::Press(UIFScreen* Screen,FName Name) [L37]
field uint8 PresentationStyle; [L38]
function void AForgeProgressReview::ApplyStyle() [L38]
function void AForgeProgressReview::Capture(const TCHAR* Name) [L39]
function bool AForgeProgressReview::Advance(float) [L40]
function void AForgeProgressReview::Finish() [L75]
function void AForgeProgressReview::EndPlay(const EEndPlayReason::Type Reason) [L76]Source/ForgeExamples/Private/ForgeRPGCamera.cpp
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function AForgeRPGCamera::AForgeRPGCamera() [L6]
function void AForgeRPGCamera::Tick(float DT) [L15]
function void AForgeRPGCamera::Orbit(float Yaw,float Pitch) [L17]
function void AForgeRPGCamera::Zoom(float Steps) [L22]Source/ForgeExamples/Private/ForgeRTSReview.cpp
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function void AForgeRTSReview::StartReview(AForgeExamplePlayerController* Player,AForgeOutpost* Provider) [L26]
function TActorIterator<AActor> It(GetWorld()); [L37]
function void AForgeRTSReview::Check(bool Condition,const TCHAR* Requirement) [L42]
function UIFButton* AForgeRTSReview::Command(FName Entry) const [L47]
function void AForgeRTSReview::Activate(FName Entry) [L52]
function void AForgeRTSReview::NextStage() [L64]
function TActorIterator<AActor> It(GetWorld()); [L199]Source/ForgeExamples/Private/ForgeSceneArt.cpp
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function void ForgeSceneArt::DressMiniature(AStaticMeshActor* Body,UStaticMesh* Cube,UStaticMesh* Sphere,UMaterialInterface* Palette,FLinearColor Cloth) [L12]
function void ForgeSceneArt::ConfigureCamera(ACameraActor* Camera) [L35]
function AActor* ForgeSceneArt::AddFillLight(UWorld* World,AActor* Owner) [L46]Source/ForgeExamples/Private/ForgeSceneArt.h
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function void DressMiniature(AStaticMeshActor* Body,UStaticMesh* Cube,UStaticMesh* Sphere,UMaterialInterface* Palette,FLinearColor Cloth); [L14]
function void ConfigureCamera(ACameraActor* Camera); [L15]
function AActor* AddFillLight(UWorld* World,AActor* Owner); [L16]Source/ForgeExamples/Private/ForgeSettingsAudioReview.cpp
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function void Key(FKey Value) [L30]
function bool Near(double A,double B,double T=.015) [L36]
function double Tone(const Audio::FAlignedFloatBuffer& PCM,int32 Channels,double Rate,double Frequency) [L37]
function void AForgeSettingsAudioReview::StartReview(AForgeExamplePlayerController* Player) [L49]
function bool AForgeSettingsAudioReview::Open() [L79]
function void AForgeSettingsAudioReview::Next(int32 NewStage) [L86]
function void AForgeSettingsAudioReview::Check(bool Value,const TCHAR* Requirement) [L87]
function void AForgeSettingsAudioReview::Press(FName Name) [L89]
function void AForgeSettingsAudioReview::Slider(FName Name,float Value) [L95]
function void AForgeSettingsAudioReview::BeginCapture() [L101]
function void AForgeSettingsAudioReview::EndCapture() [L108]
function void AForgeSettingsAudioReview::ValidateAudio() [L126]
function void AForgeSettingsAudioReview::CaptureScreen(const TCHAR* Name) [L140]
function bool AForgeSettingsAudioReview::Advance(float) [L142]
function void AForgeSettingsAudioReview::RestoreProcessState() [L223]
function void AForgeSettingsAudioReview::Finish() [L235]
function void AForgeSettingsAudioReview::EndPlay(const EEndPlayReason::Type Reason) [L242]Source/ForgeExamples/Private/ForgeShippingReview.cpp
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function bool Safe(const FString& Value) [L35]
function void Key(FKey Value) [L36]
function UIFButton* Button(UUserWidget* W,FName Name) [L37]
function bool Focused(UWidget* W,APlayerController* P) [L38]
function void Move(FVector2D Before,float Distance) [L39]
function void AForgeShippingReview::StartReview(APlayerController* P) [L42]
function bool AForgeShippingReview::Flush() [L75]
function void AForgeShippingReview::Check(bool V,const TCHAR* Name) [L76]
function void AForgeShippingReview::Press(UIFButton* B) [L77]
function void AForgeShippingReview::Capture(const TCHAR* Name) [L78]
function bool AForgeShippingReview::Advance(float) [L79]
function void AForgeShippingReview::Finish() [L116]
function void AForgeShippingReview::EndPlay(const EEndPlayReason::Type R) [L117]Source/ForgeExamples/Private/ForgeTintReview.cpp
text
function void UForgeTintReview::NativeOnInitialized() [L17]
function void UForgeTintReview::Replay() [L43]
function void UForgeTintReview::NativeTick(const FGeometry& Geometry,float DeltaSeconds) [L44]Source/ForgeExamples/Private/ForgeTooltipReview.cpp
text
function void AForgeTooltipReview::StartReview(AForgeExamplePlayerController* Player,AForgeOutpost* Provider) [L22]
function void AForgeTooltipReview::EndPlay(const EEndPlayReason::Type Reason) [L35]
function void AForgeTooltipReview::Check(bool Condition,const TCHAR* Requirement) [L37]
function UIFButton* AForgeTooltipReview::Command(FName Entry) const [L42]
function UIFTooltipAnchor* AForgeTooltipReview::Anchor(UIFButton* Button) const [L47]
function void AForgeTooltipReview::KeyboardFocus(UIFButton* Button) [L49]
function void AForgeTooltipReview::MovePointer(FVector2D Position) [L56]
function void AForgeTooltipReview::CheckBounds(UIFTooltipAnchor* Tooltip) [L62]
function bool AForgeTooltipReview::NextStage(float) [L97]Source/ForgeExamples/Private/ForgeWorldReadout.cpp
text
function AForgeWorldReadout::AForgeWorldReadout() [L13]
function void AForgeWorldReadout::CreateReadout_Implementation(APlayerController* Player,UObject* Data) [L28]
function bool AForgeWorldReadout::ShowReadout(AActor* Anchor,APlayerController* Player,UObject* Data) [L30]
function void AForgeWorldReadout::SetFlowVisible(bool bVisible) [L40]
function void AForgeWorldReadout::Tick(float DeltaSeconds) [L41]
function void AForgeWorldReadout::UpdatePlacement() [L42]
function void AForgeWorldReadout::AnchorDestroyed(AActor*) [L60]
function void AForgeWorldReadout::EndPlay(const EEndPlayReason::Type Reason) [L61]Source/ForgeExamples/Private/ForgeWorldReview.cpp
text
function void PressWorldReview(UIFButton* Button) [L33]
function UIFButton* WorldButton(UIFScreen* Screen,FName Name) [L42]
function UIFButton* WorldActionButton(UIFScreen* Screen,FName Name) [L44]
function void WorldNavigationKey(FKey Key) [L49]
function bool WorldFocused(UIFButton* Button,APlayerController* Player) [L56]
function bool WorldHintFits(UIFScreen* Screen,UIFButton* Button,APlayerController* Player) [L58]
function void WorldPointer(UIFButton* Button) [L72]
function bool WorldActionReasonFits(UIFScreen* Screen,FName Name) [L78]
function void AForgeWorldReview::StartReview(AForgePilgrimageController* Player) [L93]
function TActorIterator<AForgeWorldReadout> It(GetWorld()); [L100]
function void AForgeWorldReview::Check(bool Value,const TCHAR* Requirement) [L104]
function bool AForgeWorldReview::LinkMatches(AForgeWorldReadout* Readout) const [L106]
function void AForgeWorldReview::Capture(const TCHAR* Name) [L123]
function bool AForgeWorldReview::Advance(float) [L128]
function void AForgeWorldReview::EndPlay(const EEndPlayReason::Type Reason) [L384]Source/ForgeExamples/Public/ForgeAnimationReview.h
text
class AForgeAnimationReview [L17] — Opt-in real-RHI evidence for saved Blueprint timelines; not part of normal example input.
function void StartReview(AForgeExamplePlayerController* Player); [L21]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L22]
function bool Advance(float Delta); [L24]
function bool Open(); [L25]
function void Next(); [L26]
function void Check(bool Passed,const TCHAR* Requirement); [L27]
function void Capture(const TCHAR* Name); [L28]
function void Finish(); [L29]
field TObjectPtr<AForgeExamplePlayerController> Controller; [L30]
field TObjectPtr<UIFRootLayout> Root; [L31]
field TObjectPtr<UIFScreen> Survey; [L32]
field TObjectPtr<UIFEntryWidget> Entry; [L33]
field TObjectPtr<UIFPresentationData> Source; [L34]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L35]
field TObjectPtr<UWidgetAnimation> Animation; [L36]
field TObjectPtr<UWidgetAnimation> HeadingAnimation; [L37]
field TObjectPtr<UWidget> Card; [L38]
field TObjectPtr<UWidget> Heading; [L39]
field FTSTicker::FDelegateHandle Ticker; [L40]
field int32 Stage=0; [L41]
field int32 Samples=0; [L42]
field int32 HeadingSamples=0; [L43]
field float Elapsed=0; [L44]
field double StageStarted=0; [L45]
field double PausedWorldTime=0; [L46]
field float MinimumOpacity=1; [L47]
field float MinimumHeadingOpacity=1; [L48]
field bool bPassed=true; [L49]
field bool bOwnsPreferences=false; [L50]
field bool bWasWorldPaused=false; [L51]
field bool bOwnsWorldPause=false; [L52]
field bool bEnlarged=false; [L53]
field bool bCapturedNaturalArrival=false; [L54]Source/ForgeExamples/Public/ForgeCustomizationReview.h
text
class AForgeCustomizationReview [L16] — Opt-in development evidence; the saved Blueprint assets contain the actual interaction.
function void StartReview(AForgeExamplePlayerController* Player); [L20]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L21]
function bool Advance(float Delta); [L23]
function void Check(bool Passed,const TCHAR* Requirement); [L24]
function void Capture(const TCHAR* Name); [L25]
function void Finish(); [L26]
field TObjectPtr<AForgeExamplePlayerController> Controller; [L27]
field TObjectPtr<UIFRootLayout> CustomRoot; [L28]
field TObjectPtr<UIFScreen> Journal; [L29]
field TObjectPtr<UIFScreen> Survey; [L30]
field TObjectPtr<UIFEntryWidget> Entry; [L31]
field TObjectPtr<UIFPresentationData> Model; [L32]
field TObjectPtr<UIFTheme> OriginalTheme; [L33]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L34]
field FTSTicker::FDelegateHandle Ticker; [L35]
field int32 Stage=0; [L36]
field int32 Waits=0; [L37]
field int32 MenuTransitionStarts=0; [L38]
field int32 MenuTransitionEnds=0; [L39]
field bool bPassed=true; [L40]
field bool bOwnsPreferences=false; [L41]
field bool bEnlarged=false; [L42]Source/ForgeExamples/Public/ForgeDemoAnimInstance.h
text
class UForgeDemoAnimInstance [L9] — Character presentation for the playable examples only. Independent of the UI plugin.
field float GroundSpeed=0; [L14] — Actual planar displacement per simulation second; these actors do not use CharacterMovement.
field float ActionBlendIn=.09f; [L15]
field float ActionBlendOut=.12f; [L16]
function void PlayAction(UAnimSequence* Clip,bool HoldFinalPose=false); [L17]
function void ReturnToLocomotion(float BlendOut=.12f); [L18]
field TMap<TObjectPtr<UAnimSequence>,TObjectPtr<UAnimMontage>> ActionMontages; [L21] — One transient montage per used clip, rather than allocating one for every army strike.Source/ForgeExamples/Public/ForgeDemoWorld.h
text
enum EForgeDemoGenre [L28]
value Gateway [L28]
value MMO [L28]
value RTS [L28]
enum EForgeUnitRole [L29]
value Vanguard [L29]
value Sentinel [L29]
enum EForgeOrderType [L30]
value Idle [L30]
value Move [L30]
value AttackMove [L30]
value Attack [L30]
value Hold [L30]
struct FForgeUnitOrder [L32]
field EForgeOrderType Type=EForgeOrderType::Idle; [L35]
field FVector Destination=FVector::ZeroVector; [L36]
field int32 Target=INDEX_NONE; [L37]
struct FForgePendingHit [L39]
field int32 Target=INDEX_NONE; [L41]
field float TimeToContact=0; [L42]
field float Damage=0; [L43]
field float Range=0; [L44]
field bool bCast=false; [L45]
struct FForgeDemoUnitState [L48]
field FVector Position=FVector::ZeroVector; [L51]
field float Health=100; [L52]
field bool Enemy=false; [L53]
field EForgeUnitRole Role=EForgeUnitRole::Vanguard; [L54]
class UForgeDemoSave [L58] — Example-only persistence. The UI plugin never serializes a game's units or progression.
field int32 Version=1; [L62]
field EForgeDemoGenre Genre=EForgeDemoGenre::MMO; [L63]
field TArray<FForgeDemoUnitState> Units; [L64]
field int32 Gold=240; [L65]
field int32 Defeated=0; [L66]
field float Mana=100; [L67]
field float GateHealth=100; [L68]
field float Elapsed=0; [L69]
class AForgeDemoWorld [L73] — Small standalone encounter adapter. Owns demonstration rules, models and save data, never core UI.
function AForgeDemoWorld(); [L77]
field EForgeDemoGenre Genre=EForgeDemoGenre::MMO; [L78]
field TObjectPtr<ACameraActor> ViewCamera; [L79]
field TSubclassOf<UIFScreen> MainMenuClass; [L80]
field TSubclassOf<UIFScreen> HUDClass; [L81]
field TSubclassOf<UIFScreen> PauseClass; [L82]
field TSubclassOf<UIFScreen> LoadClass; [L83]
field TSubclassOf<UIFScreen> SettingsClass; [L84]
field TSubclassOf<UUserWidget> NameplateClass; [L85]
field TSubclassOf<UIFScreen> JournalClass; [L86]
field TSubclassOf<UIFScreen> AbilityBookClass; [L88] — Ordinary public IFScreen Blueprint; shows the existing six encounter skills.
field TSubclassOf<UObject> JournalSourceClass; [L89]
field TObjectPtr<UIFTheme> Theme; [L90]
field TArray<TObjectPtr<UIFSettingDefinition>> StartupSettings; [L92] — Optional game-owned preference definitions. The example applies their public provider at startup.
field TSubclassOf<UIFRootLayout> RootLayoutClass; [L93]
field TObjectPtr<USkeletalMesh> CharacterMesh; [L94]
field TObjectPtr<UAnimSequence> IdleAnimation; [L95]
field TObjectPtr<UAnimSequence> MoveAnimation; [L96]
field TObjectPtr<UAnimSequence> AttackAnimation; [L97]
field TObjectPtr<UAnimSequence> CastAnimation; [L98]
field TObjectPtr<UAnimSequence> DeathAnimation; [L99]
field TSubclassOf<UAnimInstance> CharacterAnimationClass; [L101] — Optional editable Animation Blueprint. Null retains single-sequence replacement support.
field TObjectPtr<UAnimSequence> HitAnimation; [L102]
field float MeshForwardYaw=90; [L104] — Imported knight faces component +Y. Zero supports a conventional +X-facing replacement.
field float MeleeContactTime=.63333333f; [L106] — Contact/release markers read from this owned animation bank, in seconds.
field float SpellReleaseTime=.5f; [L107]
field TObjectPtr<UTexture2D> AbilityAtlas; [L108]
field TObjectPtr<UTexture2D> CommandAtlas; [L109]
field TObjectPtr<UTexture2D> UnitPortrait; [L110]
field TObjectPtr<UStaticMesh> CharacterBlade; [L112] — Fixed character presentation, not equipment or inventory rules.
field FTransform BladeSocketOffset; [L113]
field FVector FollowCameraOffset=FVector(550,-950,650); [L114]
field FVector RPGMenuFocus=FVector(-250,-280,125); [L116] — Menu-only composition; gameplay orbit/zoom and saved unit positions are independent.
field FVector RPGMenuOffset=FVector(480,-1000,75); [L117]
field float MenuFieldOfView=44; [L118]
field TSubclassOf<AForgeRPGCamera> RPGCameraClass; [L120] — RPG-only camera class. Create a child Blueprint to tune boom, lens and look behavior.
field TObjectPtr<AForgeRPGCamera> RPGCamera; [L121]
field FVector2D RPGMapWorldMin=FVector2D(-2600,-2400); [L123] — XY bounds of the RPG map artwork. U maps world Y, V maps negative world X; RTS retains its existing mapping.
field FVector2D RPGMapWorldMax=FVector2D(2600,3600); [L124]
field bool Playing=false; [L125]
field bool Paused=false; [L126]
field TArray<FForgeDemoUnitState> Units; [L127]
field TArray<int32> Selected; [L128]
field TArray<FForgeUnitOrder> Orders; [L129]
field bool bAttackMoveArmed=false; [L130]
field int32 Formation=0; [L131]
field int32 TrainingQueue=0; [L132]
field bool bTrackObjective=true; [L133]
field int32 HoveredUnit=INDEX_NONE; [L134]
field TObjectPtr<UInputMappingContext> InputMapping; [L136] — Explicit map-owned reference: the cooker includes the context, actions and player-mappable settings.
function virtual UObject* GetUIModel_Implementation(FName Name) override; [L137]
function virtual bool RequestUIAction_Implementation(FName Name,UObject* Context) override; [L138]
function virtual void Tick(float DeltaSeconds) override; [L139]
function void MovePlayer(FVector2D Direction,float DeltaSeconds); [L140]
function void SelectAt(FVector2D ScreenPosition,bool Additive,bool SameType=false); [L141]
function void SelectRectangle(FVector2D Start,FVector2D End,bool Additive); [L142]
function int32 PickUnit(FVector2D ScreenPosition) const; [L143]
function void ControlGroup(int32 Group,bool Store,bool Additive=false,bool CenterCamera=false); [L144]
function void CommandAt(FVector2D ScreenPosition,bool Queue=false); [L145]
function void IssueOrder(EForgeOrderType Type,FVector Destination,int32 Victim=-1,bool Queue=false); [L146]
function void UpdateSelectionOverlay(bool Marquee,FVector2D Start,FVector2D End); [L147]
function void OrderMove(FVector Destination); [L148]
function void OpenPause(); [L149]
function virtual void BeginPlay() override; [L151]
field TMap<FName,TObjectPtr<UIFPresentationData>> Models; [L153]
field TObjectPtr<UObject> JournalSource; [L154]
field TArray<TObjectPtr<AActor>> Representations; [L155]
field TArray<TObjectPtr<USkeletalMeshComponent>> Meshes; [L156]
field TArray<TObjectPtr<UWidgetComponent>> Nameplates; [L157]
field TArray<FVector> Destinations; [L158]
field TArray<bool> Moving; [L159]
field TArray<float> ActionAnimationTime; [L160]
field TArray<float> DeathPresentationTime; [L161]
field TArray<FForgePendingHit> PendingHits; [L162]
field TArray<float> Cooldowns; [L163]
field TMap<int32,TArray<FForgeUnitOrder>> QueuedOrders; [L164]
field TMap<int32,TArray<int32>> ControlGroups; [L165]
field TMap<int32,TArray<FVector>> NavigationRoutes; [L166]
field TMap<int32,FVector> NavigationGoals; [L167]
field TMap<int32,float> NavigationRetryTimes; [L168]
field float OrderFeedback=0,ThinkClock=0; [L169]
field FVector OrderFeedbackLocation=FVector::ZeroVector; [L170]
field bool bOrderFeedbackAttack=false,bAutoAttack=false; [L171]
field FText OrderStatus; [L172]
field int32 Target=3,Gold=240,Defeated=0; [L173]
field float Mana=100,GateHealth=100,Elapsed=0,RefreshClock=0,AttackClock=0,Training=0; [L174]
field bool Attacking=false,bHasSave=false,bVictoryAnnounced=false; [L175]
field FName PendingConfirmation; [L176]
function UIFPresentationData* Model(FName Name); [L177]
function void RefreshModels(); [L178]
function void NewGame(); [L179]
function void ShowHUD(); [L180]
function void PushMenu(TSubclassOf<UIFScreen> Class); [L181]
function void BuildRepresentations(); [L182]
function void AddRepresentation(int32 Index); [L183]
function bool BeginAnimatedHit(int32 Attacker,int32 Victim,float Damage,float Range,bool Cast=false); [L184]
function void CancelAction(int32 Index); [L185]
function void ThinkOrders(); [L186]
function void FinishOrder(int32 Index); [L187]
function void SetUnitOrder(int32 Index,const FForgeUnitOrder& Order,bool Queue); [L188]
function int32 NearestOpponent(int32 Index,float Range)const; [L189]
function FVector ConstrainPoint(FVector Point)const; [L190]
function FVector ConstrainRPGStep(FVector From,FVector To)const; [L191]
function FVector NavigationStep(int32 Index,FVector Goal); [L192]
function void RefreshSelection(); [L193]
function void FrameMainMenu(); [L194]
function void ResolveAnimatedHit(int32 Attacker); [L195]
function void FaceDirection(int32 Index,const FVector& Direction); [L196]
function void PresentAction(int32 Index,UAnimSequence* Clip,bool Hold=false); [L197]
function void PresentIdle(int32 Index); [L198]
function bool SaveSession(); [L199]
function bool LoadSession(); [L200]
function FString SaveSlot() const; [L201]
function void Confirm(FName Action,FText Title,FText Message); [L202]
function void ConfirmationCompleted(EIFDialogResult Result); [L203]
class AForgeDemoController [L206]
function AForgeDemoController(); [L210]
function virtual void BeginPlay() override; [L211]
function virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; [L212]
function virtual void PlayerTick(float DeltaSeconds) override; [L213]
function virtual bool InputKey(const FInputKeyEventArgs& Params) override; [L214]
field TObjectPtr<AForgeDemoWorld> Demo; [L216]
field TObjectPtr<UInputMappingContext> GameplayMapping; [L217]
field TArray<TObjectPtr<UIFSettingProvider>> StartupProviders; [L218]
function void HandleDemoAction(FName Action); [L219]
field bool bSelecting=false,bSelectingSameType=false; [L220]
field bool bOrbitDragging=false; [L221]
field FVector2D SelectionStart=FVector2D::ZeroVector; [L222]
field float LastGroupRecall=-10; [L223]
field int32 LastGroup=INDEX_NONE; [L224]
field bool bLastDiscreteControl=false,bLastDiscreteShift=false; [L225]
field float LastDiscreteInputAt=-10; [L226]
function bool PointerOverInterface()const; [L227]
class AForgeDemoGameMode [L230]
function AForgeDemoGameMode(); [L233]Source/ForgeExamples/Public/ForgeEntryReview.h
text
class AForgeEntryReview [L16] — Development-only opt-in QA of the saved Blueprint journal; never part of the playable flow.
function AForgeEntryReview(); [L20]
function void StartReview(APlayerController* Player,UObject* Provider); [L21]
function virtual void Tick(float DeltaSeconds) override; [L22]
function void NextStage(); [L24]
function void Check(bool Condition,const TCHAR* Requirement); [L25]
function void InspectVisibleRows(); [L26]
field TObjectPtr<UIFScreen> Screen; [L27]
field TObjectPtr<UListView> List; [L28]
field TArray<TObjectPtr<UIFPresentationData>> Models; [L29]
field TArray<TObjectPtr<UIFPresentationData>> OriginalModels; [L30]
field TObjectPtr<UIFPresentationData> OldModel; [L31]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L32]
field TObjectPtr<UIFTheme> OriginalTheme; [L33]
field TObjectPtr<UIFTheme> ReviewTheme; [L34]
field TWeakObjectPtr<UIFEntryWidget> OldRow; [L35]
field TArray<TWeakObjectPtr<UIFEntryWidget>> ObservedRows; [L36]
field TArray<float> FrameTimes; [L37]
field FTimerHandle ReviewTimer; [L38]
field int32 Stage=0; [L39]
field int32 MaximumDisplayed=0; [L40]
field int32 RequestedCount=1000; [L41]
field double CreationMs=0,AssignmentMs=0; [L42]
field TArray<double> BatchTimes; [L43]
field bool bPassed=true; [L44]
field bool bSampling=false; [L45]
field bool bOwnsPreferences=false; [L46]Source/ForgeExamples/Public/ForgeExampleGameMode.h
text
class AForgeExamplePlayerController [L19]
function AForgeExamplePlayerController(); [L23]
function virtual void BeginPlay() override; [L24]
function virtual void SetupInputComponent() override; [L25]
function virtual bool InputKey(const FInputKeyEventArgs& Params) override; [L26]
function virtual void PlayerTick(float DeltaTime) override; [L27]
function void BeginExpedition(); [L28]
function bool RequestBeginExpedition(); [L29]
function void PauseExpedition(); [L30]
function void ReturnToMainMenu(); [L31]
field TObjectPtr<AForgeOutpost> Outpost; [L32]
field TSubclassOf<UIFRootLayout> RootClass; [L33]
field TSubclassOf<UIFScreen> MainMenuClass; [L34]
field TSoftClassPtr<UIFScreen> HUDClass; [L35]
field TSubclassOf<UIFScreen> PauseClass; [L36]
field TSubclassOf<UIFDialog> DialogClass; [L37]
field TSubclassOf<UIFScreen> WorkshopClass; [L38]
field TObjectPtr<UInputMappingContext> PreviewMapping; [L39]
field TObjectPtr<UIFTheme> PreviewTheme; [L40]
field TObjectPtr<UIFAudioRouting> PreviewAudioRouting; [L41]
field TObjectPtr<UIFScreen> FieldHUD; [L43]
field TObjectPtr<UIFScreenLoadAction> LoadingRequest; [L44]
function void ExpeditionReady(UIFScreen* Screen,FText Reason); [L45]
function void ExpeditionFailed(UIFScreen* Screen,FText Reason); [L46]
function void ExpeditionCancelled(UIFScreen* Screen,FText Reason); [L47]
function void RetryExpedition(EIFDialogResult Result); [L48]
function void SelectNextScout(); [L49]
function void SelectUnderCursor(); [L50]
function void DialogReviewCompleted(EIFDialogResult Result); [L52] — Opt-in visual fixture cleanup; never commits preference previews.
field bool bOwnsDialogReviewPreferences=false; [L53]
class AForgeExampleGameMode [L56]
function AForgeExampleGameMode(); [L59]
class UForgeWorkshopWidget [L64] — UI-only preview. Connect resource/progress presentation to your own gameplay events.
function UForgeWorkshopWidget(); [L68]
function virtual void NativeOnInitialized() override; [L69]
function virtual void OnInputPresentationUpdated_Implementation(EIFInputPresentation Presentation) override; [L70]
function virtual void OnThemeUpdated_Implementation(UIFTheme* Theme) override; [L71]
function virtual bool NativeOnHandleBackAction() override; [L72]
field TObjectPtr<UBorder> Surface; [L74]
field TObjectPtr<UTextBlock> Status; [L75]
field TObjectPtr<UTextBlock> HealthText; [L76]
field TObjectPtr<UTextBlock> InputStatus; [L77]
field TObjectPtr<UIFProgressWidget> HealthBar; [L78]
field TArray<TObjectPtr<UIFProgressWidget>> AbilityProgress; [L79]
field float PreviewHealth = 75; [L80]
field bool bAlternateTheme = false; [L81]
function void PreviewDamage(); [L82]
function void PreviewCooldown(); [L83]
function void SwitchTheme(); [L84]
function void ResetPreview(); [L85]
function void OpenDialog(); [L86]
function void DialogCompleted(EIFDialogResult Result); [L87]
function void OpenMenu(); [L88]Source/ForgeExamples/Public/ForgeExampleMenus.h
text
class UForgeMenuScreen [L12]
function UForgeMenuScreen(); [L15]
function virtual void NativeOnInitialized() override; [L17]
function virtual void OnInputPresentationUpdated_Implementation(EIFInputPresentation Mode) override; [L18]
field TObjectPtr<UTextBlock> InputStatus; [L20]
function void EnterPreview(); [L21]
function void OpenSettings(); [L22]
function void OpenControls(); [L23]
function void OpenAbout(); [L24]
class UForgeSettingsScreen [L28]
function UForgeSettingsScreen(); [L31]
function virtual void NativeOnInitialized() override; [L33]
function virtual void NativeOnActivated() override; [L34]
function virtual void NativeDestruct() override; [L35]
function virtual bool NativeOnHandleBackAction() override; [L36]
field bool bOwnsSession=false; [L38]
field TObjectPtr<USlider> ScaleSlider; [L39]
field TObjectPtr<USlider> TextSlider; [L40]
field TObjectPtr<USlider> UISoundSlider; [L41]
field TObjectPtr<USlider> GameSoundSlider; [L42]
field TObjectPtr<UCheckBox> MotionCheck; [L43]
field TObjectPtr<UTextBlock> Status; [L44]
function void RefreshControls(); [L45]
function UIFSettingsSubsystem* Settings() const; [L46]
function void ScaleChanged(float Value); [L47]
function void TextChanged(float Value); [L48]
function void UISoundChanged(float Value); [L49]
function void GameSoundChanged(float Value); [L50]
function void MotionChanged(bool Value); [L51]
function void ApplyChanges(); [L52]
function void CancelChanges(); [L53]
function void Defaults(); [L54]
function void PlayGameAudio(); [L55]
function void OpenControls(); [L56]
field TObjectPtr<USoundBase> GamePreviewSound; [L57]
class UForgeControlsScreen [L61]
function virtual void NativeOnInitialized() override; [L65]
function virtual void NativeOnActivated() override; [L66]
function virtual void NativeDestruct() override; [L67]
function virtual bool NativeOnHandleBackAction() override; [L68]
field bool bOwnsSession=false; [L70]
field TObjectPtr<UInputKeySelector> KeySelector; [L71]
field TObjectPtr<UTextBlock> Status; [L72]
function struct FMapPlayerKeyArgs Mapping() const; [L73]
field bool bRefreshingKey=false; [L74]
function void RefreshKey(); [L75]
function void KeySelected(FInputChord Chord); [L76]
function void ApplyChanges(); [L77]
function void CancelChanges(); [L78]
function void Defaults(); [L79]Source/ForgeExamples/Public/ForgeFieldCardsReview.h
text
class AForgeFieldCardsReview [L9]
function void StartReview(APlayerController* Player); [L12]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L12]
function bool Advance(float Delta); [L13]
function void Check(bool Value,const TCHAR* Name); [L13]
function void Finish(); [L13]
field TObjectPtr<APlayerController> Controller; [L14]
field TObjectPtr<UIFScreen> Journal; [L15]
field TObjectPtr<UIFScreen> Cards; [L16]
field TObjectPtr<UIFScreen> Dialog; [L17]
field TObjectPtr<UTileView> Tiles; [L18]
field TObjectPtr<UIFEntryWidget> Reading; [L19]
field TObjectPtr<UIFPresentationData> Original; [L20]
field TObjectPtr<UIFPresentationData> Selected; [L21]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L22]
field TObjectPtr<UIFTheme> Theme; [L23]
field FString OriginalLanguage; [L24]
field bool NewLabels=false; [L24]
field FVector2D ClickPoint; [L24]
field FText OldDetail; [L24]
field FTSTicker::FDelegateHandle Ticker; [L24]
field int32 Stage=0,Waits=0; [L24]
field bool Passed=true,Owns=false,Enlarged=false; [L24]Source/ForgeExamples/Public/ForgeGlyphReview.h
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class AForgeGlyphReview [L16] — Opt-in rendering/remap proof using the actual playable HUDs, not a shipping screen.
function void StartReview(APlayerController* Player); [L20]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L21]
function bool Advance(float Delta); [L23]
function void Check(bool Value,const TCHAR* Requirement); [L24]
function void Capture(const TCHAR* Name); [L25]
function bool ChangeGamepadKey(FKey Key); [L26]
function bool RestoreOriginal(); [L27]
function bool GlyphFits() const; [L28]
function bool ContextTitleFits() const; [L29]
function bool CustomBodyMatches() const; [L30]
function bool ScrollAppearanceMatches() const; [L31]
function bool ExpandedTextFits() const; [L32]
field TObjectPtr<APlayerController> Controller; [L33]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L34]
field TObjectPtr<UIFRemappingSubsystem> Remapping; [L35]
field TObjectPtr<UIFScreen> HUD; [L36]
field TObjectPtr<UIFActionPrompt> Prompt; [L37]
field TObjectPtr<UIFTheme> OriginalTheme; [L38]
field TObjectPtr<UIFScrollBox> ScrollFixture; [L39]
field TObjectPtr<UTextBlock> OverflowFixture; [L40]
field TObjectPtr<class UIFPresentationData> ExpandedContext; [L41]
field TObjectPtr<class UIFPresentationData> OriginalContext; [L42]
field FText OriginalPromptLabel; [L43]
field bool bExpandedText=false; [L44]
field bool bThemePreview=false; [L45]
field FKey OriginalGamepadKey; [L46]
field FTSTicker::FDelegateHandle Ticker; [L47]
field int32 Stage=0,Waits=0; [L48]
field bool bPassed=true,bRPG=false,bEnlarged=false,bOwnsPreferences=false,bOwnsRemap=false,bChangedMapping=false; [L49]Source/ForgeExamples/Public/ForgeLoadingReview.h
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class AForgeLoadingReview [L13]
function void StartReview(APlayerController* Player,UObject* Provider); [L17]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L18]
function bool Advance(float); [L20]
function void StartMenuMotionProbe(); [L21]
function bool ObserveMenuMotion(float Delta); [L22]
function void Check(bool Value,const TCHAR* Requirement); [L23]
function void Press(UIFButton* Button); [L24]
function void Back(); [L25]
function void Capture(const TCHAR* Name); [L26]
function void SetSafeArea(FMargin Ratio); [L27]
function void CheckSafeArea(UIFRootLayout* Root,bool Inset); [L28]
field TWeakPtr<SWidget> SafeAreaFocus; [L29]
function void RestoreSafeArea(); [L30]
field TObjectPtr<UObject> SafePlaySettings; [L31]
field FString PreviousDeviceToEmulate; [L32]
field bool bSafeAreaReview=false,bOwnsSafeArea=false,bSafeModalChecked=false,bSafeInitialApplied=false; [L33]
function void CheckMenuGeometry(UIFScreen* Screen,bool bMain); [L34]
function void CheckNavigationCues(UIFScreen* Screen); [L35]
function void CheckMenuContent(UIFScreen* Screen,bool bMain); [L36]
function UIFButton* Button(UIFScreen* Screen,FName Name) const; [L37]
function UIFScreenLoadAction* Request(UIFRootLayout* Root,UObject* Scope=nullptr); [L38]
function void Ready(UIFScreen* Screen,FText Reason); [L39]
function void Failed(UIFScreen* Screen,FText Reason); [L40]
function void Cancelled(UIFScreen* Screen,FText Reason); [L41]
field TObjectPtr<APlayerController> Controller; [L42]
field TObjectPtr<UObject> Source; [L43]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L44]
field TObjectPtr<UIFScreenLoadAction> Active; [L45]
field TObjectPtr<UIFScreen> Main; [L46]
field TObjectPtr<UIFScreen> HUD; [L47]
field TObjectPtr<UIFScreen> OtherDialog; [L48]
field TObjectPtr<UIFScreen> MotionCover; [L49]
field TWeakObjectPtr<AActor> ScopeOwner; [L50]
field TSoftClassPtr<UIFScreen> OriginalHUD; [L51]
field FTSTicker::FDelegateHandle Ticker,MenuMotionTicker; [L52]
field FIFUIPreferences MotionPreferences; [L53]
field int32 MotionPhase=0; [L54]
field float MotionAge=0; [L55]
field bool bMotionStarted=false,bMotionComplete=false,bSawMenuMotion=false; [L56]
field bool bWorldChoiceDownChecked=false,bWorldChoiceUpChecked=false,bQuitVisibilityChecked=false; [L57]
field int32 Stage=0,Waits=0,ReadyCount=0,FailedCount=0,CancelledCount=0,PreviousDelay=1; [L58]
field bool bPassed=true,bRPG=false,bOwnsPreferences=false,bReentrant=false,bReentrantRejected=false; [L59]
field float OriginalScale=1; [L60]Source/ForgeExamples/Public/ForgeLocalizationReview.h
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class AForgeLocalizationReview [L8]
function void StartReview(APlayerController* Player); [L12]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L13]
function void Advance(); [L15]
function void Check(bool Value,const TCHAR* Reason); [L15]
function void Press(UIFScreen* Screen,FName Name); [L15]
function void Back(); [L15]
function void Capture(const TCHAR* Name); [L15]
function void Finish(); [L15]
field TObjectPtr<APlayerController> Controller; [L16]
field TObjectPtr<UIFScreen> SettingsScreen; [L17]
field TObjectPtr<UIFSettingsSubsystem> Preferences; [L18]
field FString OriginalLanguage,OriginalLocale,Slot,BlockPath,OriginalIniLanguage,OriginalIniLocale; [L19]
field FTimerHandle Timer; [L20]
field int32 Stage=0; [L20]
field bool Passed=true,CancelRequested=false,bRPG=false,bEnlarged=false,bReload=false,bBlockOwned=false,bInitialized=false; [L20]Source/ForgeExamples/Public/ForgeNotificationReview.h
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class AForgeNotificationReview [L15] — Opt-in real-RHI fixture. Gameplay samples and plugin users do not need this actor.
function void StartReview(APlayerController* Player,UObject* Provider); [L19]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L20]
function bool NextStage(float DeltaSeconds); [L22]
function void Check(bool Condition,const TCHAR* Requirement); [L23]
function void Activate(UIFButton* Button); [L24]
function void CheckBounds(); [L25]
function void Ended(FGuid Id,EIFNotificationEndReason Reason); [L26]
field TObjectPtr<APlayerController> Controller; [L27]
field TObjectPtr<UObject> Source; [L28]
field TObjectPtr<UIFScreen> HUD; [L29]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L30]
field TObjectPtr<UIFNotificationSubsystem> Notices; [L31]
field TObjectPtr<UIFButton> Action; [L32]
field TObjectPtr<UIFEntryWidget> ReleasedEntry; [L33]
field TWeakObjectPtr<AActor> WeakOwner; [L34]
field FTSTicker::FDelegateHandle ReviewTicker; [L35]
field FGuid ResultId, PendingId, LastId, NativeId, WeakId; [L36]
field TMap<FGuid,EIFNotificationEndReason> Reasons; [L37]
field TMap<FGuid,int32> EndCounts; [L38]
field float ModalRemaining=0; [L39]
field int32 Stage=0, CompletionWait=0; [L40]
field bool bRPG=false, bPassed=true, bOwnsPreferences=false, bTryPostFromEnded=false, bReentrantPostRejected=false; [L41]Source/ForgeExamples/Public/ForgeOutpost.h
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class AForgeOutpost [L14] — Small example backend; nothing in this class is part of InterfaceForge's runtime.
function AForgeOutpost(); [L18]
function virtual void BeginPlay() override; [L19]
function virtual void Tick(float DeltaSeconds) override; [L20]
function virtual UObject* GetUIModel_Implementation(FName Name) override; [L21]
function virtual bool RequestUIAction_Implementation(FName Action, UObject* Context) override; [L22]
function void StartExpedition(); [L23]
function void SetExpeditionPaused(bool bPaused); [L24]
function void EndExpedition(); [L25]
function void SelectActor(AActor* Actor, bool bToggle=false); [L26]
function int32 GetSelectedCount() const; [L27]
field bool bExpeditionActive=false; [L28]
field bool bExpeditionPaused=false; [L29]
field TObjectPtr<ACameraActor> Camera; [L30]
field bool bWorldTravelRequested=false; [L32]
function void NotifyResult(FText Title,FText Message,FName Key); [L33]
function AActor* Shape(FName Label,UStaticMesh* Mesh,FVector Location,FVector Scale,FLinearColor Color); [L34]
function void Publish(); [L35]
function void PruneSelection(); [L36]
function bool CanCommand(FName Action, FText& Reason) const; [L37]
field TMap<FName,TObjectPtr<UIFPresentationData>> Models; [L38]
field TMap<FName,FString> LastPublished; [L39]
field TArray<TObjectPtr<AActor>> Scouts; [L40]
field TObjectPtr<UStaticMesh> Cube; [L41]
field TObjectPtr<UStaticMesh> Cylinder; [L42]
field TObjectPtr<UStaticMesh> Cone; [L43]
field TObjectPtr<UStaticMesh> Sphere; [L44]
field TObjectPtr<UMaterialInterface> Palette; [L45]
field TArray<TWeakObjectPtr<AActor>> SelectedScouts; [L46]
field TArray<TWeakObjectPtr<AActor>> LastVisualSelection; [L47]
field int32 Supplies=240; [L48]
field int32 CompletedPatrols=0; [L49]
field double PatrolEnds=0; [L50]
field double RecruitmentEnds=0; [L51]
field TArray<TWeakObjectPtr<AActor>> PatrolScouts; [L52]
field TArray<FVector> PatrolOrigins; [L53]Source/ForgeExamples/Public/ForgePilgrimage.h
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class AForgePilgrimage [L20] — Small local interaction adapter for the RPG interface; no combat, GAS or inventory implementation.
function AForgePilgrimage(); [L24]
function virtual void BeginPlay() override; [L25]
function virtual void Tick(float DeltaSeconds) override; [L26]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L27]
function virtual UObject* GetUIModel_Implementation(FName Name) override; [L28]
function virtual bool RequestUIAction_Implementation(FName Action,UObject* Context) override; [L29]
function void StartJourney(); [L30]
function void EndJourney(); [L31]
function void SetJourneyPaused(bool bPaused); [L32]
field bool bJourneyActive=false; [L33]
field bool bJourneyPaused=false; [L34]
field TObjectPtr<ACameraActor> Camera; [L35]
field TSubclassOf<AForgeWorldReadout> WorldReadoutClass; [L36]
field bool bWorldTravelRequested=false; [L38]
function void NotifyResult(FText Title,FText Message,FName Key); [L39]
function AActor* Shape(UStaticMesh* Mesh,FVector Location,FVector Scale,FLinearColor Color); [L40]
function void Publish(); [L41]
function void Speak(); [L42]
function void AnswerKeeper(EIFDialogResult Result); [L43]
field TMap<FName,TObjectPtr<UIFPresentationData>> Models; [L44]
field TMap<FName,FString> Published; [L45]
field TMap<FName,double> CooldownEnds; [L46]
field TArray<TObjectPtr<AActor>> Scene; [L47]
field TArray<TObjectPtr<AForgeWorldReadout>> WorldReadouts; [L48]
field TObjectPtr<AActor> Hero; [L49]
field TObjectPtr<AActor> Companion; [L50]
field TObjectPtr<AActor> Hearth; [L51]
field TObjectPtr<UStaticMesh> Cube; [L52]
field TObjectPtr<UStaticMesh> Cylinder; [L53]
field TObjectPtr<UStaticMesh> Sphere; [L54]
field TObjectPtr<UMaterialInterface> Palette; [L55]
field double JourneyTime=0; [L56]
field double MoveEnds=0; [L57]
field double WardEnds=0; [L58]
field bool bQuestAccepted=false; [L59]
field bool bAtHearth=false; [L60]
field bool bHearthLit=false; [L61]
field bool bSpeaking=false; [L62]
class AForgePilgrimageController [L67] — Reuses the same public screen stack/settings/dialogs with an independent source.
function AForgePilgrimageController(); [L71]
function virtual void BeginPlay() override; [L72]
function virtual void SetupInputComponent() override; [L73]
function virtual void PlayerTick(float DeltaTime) override; [L74]
function void BeginJourney(); [L75]
function bool RequestBeginJourney(); [L76]
function void PauseJourney(); [L77]
function void ReturnToMainMenu(); [L78]
field TSubclassOf<UIFRootLayout> RootClass; [L79]
field TSubclassOf<UIFScreen> MainMenuClass; [L80]
field TSoftClassPtr<UIFScreen> HUDClass; [L81]
field TSubclassOf<UIFScreen> PauseClass; [L82]
field TSubclassOf<UIFDialog> DialogClass; [L83]
field TObjectPtr<AForgePilgrimage> Journey; [L84]
function void Interact(); [L86]
field TObjectPtr<UInputMappingContext> Mapping; [L87]
field TObjectPtr<UIFScreen> HUD; [L88]
field TObjectPtr<UIFScreenLoadAction> LoadingRequest; [L89]
function void JourneyReady(UIFScreen* Screen,FText Reason); [L90]
function void JourneyFailed(UIFScreen* Screen,FText Reason); [L91]
function void JourneyCancelled(UIFScreen* Screen,FText Reason); [L92]
function void RetryJourney(EIFDialogResult Result); [L93]
field bool bTooltipReviewPassed=false; [L94]
class AForgePilgrimageGameMode [L98]
function AForgePilgrimageGameMode(); [L101]Source/ForgeExamples/Public/ForgePlayableUI.h
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class UForgeMainScreen [L15] — Example screens use only public InterfaceForge services. Game behavior lives in the adapter.
function UForgeMainScreen(); [L18]
function virtual void NativeOnInitialized() override; [L20]
function virtual bool NativeOnHandleBackAction() override; [L21]
function void Start(); [L23]
function void Settings(); [L24]
function void Quit(); [L25]
function void QuitConfirmed(EIFDialogResult Result); [L26]
class UForgeFieldHUD [L30]
function UForgeFieldHUD(); [L33]
function virtual void InitializeScreen_Implementation(UObject* Data) override; [L34]
function virtual void NativeOnInitialized() override; [L36]
function virtual void NativeConstruct() override; [L37]
function virtual void NativeDestruct() override; [L38]
function virtual bool NativeOnHandleBackAction() override; [L39]
function virtual void OnThemeUpdated_Implementation(UIFTheme* Theme) override; [L40]
field TArray<TObjectPtr<UBorder>> Panels; [L42]
field TObjectPtr<UIFText> Resources; [L43]
field TObjectPtr<UIFText> Objective; [L44]
field TObjectPtr<UIFText> ObjectiveDetail; [L45]
field TObjectPtr<UIFText> SelectedTitle; [L46]
field TObjectPtr<UIFText> SelectedDetail; [L47]
field TObjectPtr<UIFText> Notice; [L48]
field TObjectPtr<UIFText> QueueTitle; [L49]
field TObjectPtr<UIFProgressWidget> QueueProgress; [L50]
function void RefreshModels(); [L51]
function void Patrol(); [L52]
function void Rally(); [L53]
function void Recruit(); [L54]
function void NextScout(); [L55]
function void Pause(); [L56]
function void Action(FName Name); [L57]
class UForgePauseScreen [L61]
function UForgePauseScreen(); [L64]
field TSubclassOf<UIFScreen> JournalClass; [L65]
function virtual void NativeOnInitialized() override; [L67]
function virtual void NativeOnDeactivated() override; [L68]
function void Resume(); [L70]
function void Settings(); [L71]
function void Journal(); [L72]
function void Return(); [L73]
function void ReturnConfirmed(EIFDialogResult Result); [L74]Source/ForgeExamples/Public/ForgeProgressReview.h
text
class AForgeProgressReview [L15]
function void StartReview(AForgeExamplePlayerController* Player); [L19]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L20]
function bool Advance(float Delta); [L22]
function void Check(bool Passed,const TCHAR* Requirement); [L22]
function void Press(UIFScreen* Screen,FName Name); [L22]
function void ApplyStyle(); [L22]
function void Capture(const TCHAR* Name); [L22]
function void Finish(); [L22]
field TObjectPtr<AForgeExamplePlayerController> Controller; [L23]
field TObjectPtr<UIFScreen> Survey; [L24]
field TObjectPtr<UIFEntryWidget> Entry; [L25]
field TObjectPtr<UIFPresentationData> Model; [L26]
field TObjectPtr<UIFProgressWidget> Progress; [L27]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L28]
field TObjectPtr<UIFTheme> OriginalTheme; [L29]
field FTSTicker::FDelegateHandle Ticker; [L30]
field EIFProgressStyle SelectedStyle=EIFProgressStyle::Segmented; [L31]
field int32 Stage=0,Waits=0; [L32]
field bool bPassed=true,bOwnsPreferences=false,bEnlarged=false,bWasPaused=false; [L32]
field double ResumeAt=0; [L33]
field float PausedRemaining=0; [L33]Source/ForgeExamples/Public/ForgeRPGCamera.h
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class AForgeRPGCamera [L9] — Example camera, deliberately outside the UI plugin and the RTS controller.
function AForgeRPGCamera(); [L13]
field TObjectPtr<USpringArmComponent> Boom; [L14]
field TObjectPtr<UCameraComponent> Camera; [L15]
field float FollowHeight=145; [L16]
field float MouseSensitivity=.2f; [L17]
field float ControllerDegreesPerSecond=110; [L18]
field bool bInvertVertical=false; [L19]
field float MinimumDistance=280; [L20]
field float MaximumDistance=700; [L21]
field TObjectPtr<AActor> Subject; [L22]
function void Orbit(float YawDegrees,float PitchDegrees); [L23]
function void Zoom(float Steps); [L24]
function virtual void Tick(float DeltaSeconds) override; [L25]Source/ForgeExamples/Public/ForgeRTSReview.h
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class AForgeRTSReview [L14] — Opt-in development verification of saved RTS Blueprints, not a gameplay feature.
function void StartReview(AForgeExamplePlayerController* Player,AForgeOutpost* Provider); [L18]
function void NextStage(); [L20]
function void Check(bool Condition,const TCHAR* Requirement); [L21]
function UIFButton* Command(FName Entry) const; [L22]
function void Activate(FName Entry); [L23]
field TObjectPtr<AForgeExamplePlayerController> Controller; [L24]
field TObjectPtr<AForgeOutpost> Outpost; [L25]
field TObjectPtr<UIFScreen> Screen; [L26]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L27]
field TArray<TWeakObjectPtr<AActor>> Scouts; [L28]
field TArray<FVector> Origins; [L29]
field FVector PausedPosition=FVector::ZeroVector; [L30]
field FTimerHandle ReviewTimer; [L31]
field int32 Stage=0; [L32]
field int32 CompletionWait=0; [L33]
field bool bPassed=true; [L34]
field bool bOwnsPreferences=false; [L35]Source/ForgeExamples/Public/ForgeSettingsAudioReview.h
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class AForgeSettingsAudioReview [L14] — Opt-in real mixer/Blueprint/persistence verification. Never spawned in normal example play.
function void StartReview(AForgeExamplePlayerController* Player); [L18]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L19]
function bool Advance(float Delta); [L21]
function bool Open(); [L22]
function void Next(int32 NewStage); [L23]
function void Check(bool Value,const TCHAR* Requirement); [L24]
function void Press(FName Name); [L25]
function void Slider(FName Name,float Value); [L26]
function void BeginCapture(); [L27]
function void EndCapture(); [L28]
function void ValidateAudio(); [L29]
function void CaptureScreen(const TCHAR* Name); [L30]
function void Finish(); [L31]
function void RestoreProcessState(); [L32]
field TObjectPtr<AForgeExamplePlayerController> Controller; [L33]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L34]
field TObjectPtr<UIFRootLayout> Root; [L35]
field TObjectPtr<UIFScreen> Screen; [L36]
field TObjectPtr<USoundSubmix> CaptureSubmix; [L37]
field FTSTicker::FDelegateHandle Ticker; [L38]
field int32 Stage=0,Sample=0; [L39]
field double Started=0; [L40]
field float PreviousUnfocusedVolume=0; [L41]
field bool bPassed=true,bEnlarged=false,bReload=false,bRecording=false,bChangedProcessState=false; [L42]
field bool bCreatedBlocker=false; [L43]
field bool bPreviousAutoDisable=true; [L44]
field FString Prefix,Profile,ProfilePath,DefaultSavePath; [L45]
field TArray<uint8> OriginalDefaultSave; [L46]
field bool bDefaultSaveExisted=false; [L47]
field TArray<double> UIAmplitudes,GameAmplitudes; [L48]Source/ForgeExamples/Public/ForgeShippingReview.h
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class AForgeShippingReview [L10] — Explicit command-line example review, including Shipping. Never runs in normal play.
function void StartReview(APlayerController* Player); [L13]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L13]
function bool Advance(float Delta); [L14]
function void Check(bool Value,const TCHAR* Requirement); [L14]
function bool Flush(); [L14]
function void Finish(); [L14]
function void Press(class UIFButton* Button); [L14]
function void Capture(const TCHAR* Name); [L14]
field TObjectPtr<APlayerController> Controller; [L15]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L16]
field TObjectPtr<UIFScreen> Main; [L17]
field TObjectPtr<UIFScreen> HUD; [L18]
field TObjectPtr<UIFScreen> Cards; [L19]
field TObjectPtr<UIFScreen> Dialog; [L20]
field TObjectPtr<UIFPresentationData> ActionModel; [L21]
field FString RecordPath,Record,Run,Profile; [L22]
field FTSTicker::FDelegateHandle Ticker; [L22]
field int32 Stage=0,Waits=0; [L22]
field double Started=0; [L22]
field float ActionFraction=0; [L22]
field bool Passed=true,Reload=false,Enlarged=false,RPG=false,Finished=false; [L22]
field int32 Width=0,Height=0; [L22]Source/ForgeExamples/Public/ForgeTintReview.h
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class UForgeTintReview [L9]
function virtual void NativeOnInitialized() override; [L13]
function virtual void NativeTick(const FGeometry&,float DeltaSeconds) override; [L14]
function void Replay(); [L16]
field TObjectPtr<UIFCenterTint> LiveTint; [L17]
field TObjectPtr<UIFText> Countdown; [L18]
field double ReviewStart=0; [L19]Source/ForgeExamples/Public/ForgeTooltipReview.h
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class AForgeTooltipReview [L18] — Explicit development-only fixture, separate from both plugin and playable UI.
function void StartReview(AForgeExamplePlayerController* Player,AForgeOutpost* Provider); [L22]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L23]
function bool NextStage(float DeltaSeconds); [L25]
function void Check(bool Condition,const TCHAR* Requirement); [L26]
function UIFButton* Command(FName Entry) const; [L27]
function UIFTooltipAnchor* Anchor(UIFButton* Button) const; [L28]
function void KeyboardFocus(UIFButton* Button); [L29]
function void MovePointer(FVector2D Position); [L30]
function void CheckBounds(UIFTooltipAnchor* Tooltip); [L31]
field TObjectPtr<AForgeExamplePlayerController> Controller; [L32]
field TObjectPtr<AForgeOutpost> Outpost; [L33]
field TObjectPtr<UIFScreen> HUD; [L34]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L35]
field TObjectPtr<UIFEntryWidget> ReleasedEntry; [L36]
field TObjectPtr<UIFPresentationData> CustomData; [L37]
field FTSTicker::FDelegateHandle ReviewTicker; [L38]
field int32 Stage=0; [L39]
field bool bPassed=true; [L40]
field bool bOwnsPreferences=false; [L41]Source/ForgeExamples/Public/ForgeWorldReadout.h
text
class AForgeWorldReadout [L15] — Example placement adapter only. Rendering/data binding are public engine and InterfaceForge features.
function AForgeWorldReadout(); [L19]
function bool ShowReadout(AActor* Anchor,APlayerController* Player,UObject* Data); [L20]
function void SetFlowVisible(bool bVisible); [L21]
function void CreateReadout(APlayerController* Player,UObject* Data); [L22]
field TObjectPtr<UWidgetComponent> Display; [L23]
field TSubclassOf<UUserWidget> EntryClass; [L24]
field float MaximumCameraDistance=5000; [L25]
field FVector WorldOffset=FVector(0,0,360); [L26]
field float CameraSideOffset=445; [L27]
field TObjectPtr<UStaticMeshComponent> AnchorLink; [L28]
field bool bShowAnchorLink=true; [L29]
field FVector AnchorLinkOffset=FVector(0,0,120); [L30]
field float AnchorLinkWidth=3; [L31]
field FLinearColor AnchorLinkColor=FLinearColor(.65f,.45f,.2f); [L32]
field FName LinkWidgetName=TEXT("ProductionProgress"); [L33]
function AActor* GetAnchorActor() const [L34]
function virtual void Tick(float DeltaSeconds) override; [L35]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L36]
function void UpdatePlacement(); [L38]
function void AnchorDestroyed(AActor* Actor); [L39]
field TWeakObjectPtr<AActor> TrackedAnchor; [L40]
field TWeakObjectPtr<APlayerController> TrackedPlayer; [L41]
field bool bFlowVisible=false; [L42]
field TObjectPtr<UMaterialInterface> LinkMaterial; [L43]
field TObjectPtr<UMaterialInstanceDynamic> LinkDynamic; [L44]Source/ForgeExamples/Public/ForgeWorldReview.h
text
class AForgeWorldReview [L13]
function void StartReview(AForgePilgrimageController* Player); [L17]
function virtual void EndPlay(const EEndPlayReason::Type Reason) override; [L18]
function bool Advance(float); [L20]
function void Check(bool Value,const TCHAR* Requirement); [L21]
function void Capture(const TCHAR* Name); [L22]
function bool LinkMatches(AForgeWorldReadout* Readout) const; [L23]
field TObjectPtr<AForgePilgrimageController> Controller; [L24]
field TArray<TObjectPtr<AForgeWorldReadout>> Readouts; [L25]
field TObjectPtr<UIFTheme> OriginalTheme; [L26]
field TObjectPtr<UIFPresentationData> Replacement; [L27]
field TObjectPtr<UIFSettingsSubsystem> Settings; [L28]
field FTSTicker::FDelegateHandle Ticker; [L29]
field int32 Stage=0,StageWaits=0,ActionNavigationStep=0; [L30]
field bool bPassed=true,bOwnsPreferences=false,bEnlarged=false; [L31]Source/ForgeExamplesEditor/ForgeExamplesEditor.Build.cs
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C# class ForgeExamplesEditor : ModuleRules [L3]
constructor ForgeExamplesEditor(ReadOnlyTargetRules Target) [L5]
module dependencies PublicDependencyModuleNames: Core, CoreUObject, Engine, UMG, InputCore, ApplicationCore, NavigationSystem, AnimGraph, AnimGraphRuntime [L8]
module dependencies PrivateDependencyModuleNames: UnrealEd, EditorFramework, Settings, UMGEditor, Kismet, KismetCompiler, BlueprintGraph, AssetRegistry, AssetTools, Slate, SlateCore, InterfaceForge, CommonUI, CommonInput, EnhancedInput, ForgeExamples, GameplayTags, MovieScene, MovieSceneTracks, Json, ImageCore, RenderCore [L9]Source/ForgeExamplesEditor/Private/ForgeAnimationAuthoring.cpp
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function T* Node(UEdGraph* G,int X,int Y) [L26]
function void Link(UEdGraphPin* A,UEdGraphPin* B) [L28]
function UK2Node_CallFunction* Call(UEdGraph* G,UClass* C,FName F,int X,int Y) [L30]
function UK2Node_VariableGet* Get(UEdGraph* G,FName Name,int X,int Y) [L32]
function UK2Node_Event* Event(UEdGraph* G,UClass* C,FName F,int X,int Y) [L34]
function UEdGraphPin* StopAndReset(UEdGraph* G,UEdGraphPin* Before,int X,int Y,FName AnimationName=TEXT("SurveyArrive"),FName SurfaceName=TEXT("SurveySurface")) [L36]
function bool SaveAnimation(UWidgetBlueprint* BP) [L48]
function bool UForgeExampleAuthoring::AddBlueprintAnimationExample() [L58]
function bool UForgeExampleAuthoring::AddConcurrentBlueprintAnimationExample() [L106]
function bool UForgeExampleAuthoring::AddMenuArrivalAnimations() [L160]Source/ForgeExamplesEditor/Private/ForgeArmyHUD.cpp
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function bool Save(UObject*); [L39]
function bool SaveBP(UWidgetBlueprint*); [L40]
function UWidgetBlueprint* NewBP(const TCHAR*,UClass*); [L41]
function UClass* Class(const TCHAR*); [L42]
function UIFText* Text(UWidgetTree*,FName,const TCHAR*,int32,EIFTextRole); [L43]
function UCanvasPanelSlot* Place(UCanvasPanel*,UWidget*,FVector2D,FVector2D,FVector2D,FVector2D); [L44]
function UIFCommandButton* Command(UWidgetTree*,FName,const TCHAR*,FName,EIFButtonRole); [L45]
global declaration const FString ArmyUIPath=TEXT("/Game/ForgeExamples/UI/"); [L50]
function UWidgetBlueprint* Edit(const TCHAR* Name,UClass* Parent) [L51]
function UIFText* Label(UWidgetTree* T,FName Name,const TCHAR* Value,int32 Size,EIFTextRole Role=EIFTextRole::Body) [L57]
function UIFSurface* Panel(UWidgetTree* T,FName Name,FMargin Padding=FMargin(12)) [L61]
function UIFReadoutEntry* Readout(UWidgetTree* T,const TCHAR* Name,FName Model,const TCHAR* ClassName=TEXT("WBP_IFReadout")) [L63]
function UIFProgressWidget* Bar(UWidgetTree* T,FName Name,FVector2D Size,FLinearColor Color) [L65]
function void Slot(UCanvasPanel* C,UWidget* W,FVector2D P,FVector2D S,FVector2D A=FVector2D::ZeroVector,FVector2D Align=FVector2D::ZeroVector) [L67]
function bool Frames() [L69]
function bool CompactEntries() [L91]
function bool PartyEntry() [L111]
function bool Roster() [L119]
function bool Abilities() [L132]
function bool Layout(bool RTS) [L145]
function bool Menus() [L202]
function bool QuestJournal() [L228]
function bool UForgeProductAuthoring::RebuildArmyHUD() [L245]Source/ForgeExamplesEditor/Private/ForgeArmyNavigation.cpp
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function bool UForgeProductAuthoring::PrepareArmyNavigation(UWorld* World) [L11]
function TActorIterator<ANavMeshBoundsVolume> It(World); [L15]Source/ForgeExamplesEditor/Private/ForgeCharacterAnimation.cpp
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function bool SaveMotion(UObject* Asset) [L27]
function T* MotionNode(UEdGraph* Graph,int32 X) [L32]
function bool UForgeProductAuthoring::CreateHumanMotionPresentation(const FString& ReferenceContentDirectory) [L35]Source/ForgeExamplesEditor/Private/ForgeContentMigration.cpp
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function bool UForgeProductAuthoring::ConsolidatePluginContent() [L10]
function TGuardValue<bool> InteractiveScript(GIsRunningUnattendedScript,false); [L14] — This maintenance operation is interactive: retain AssetTools' native-reference warning.Source/ForgeExamplesEditor/Private/ForgeCustomizationAuthoring.cpp
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function T* Node(UEdGraph* G,int X,int Y) [L60]
function void Link(UEdGraphPin* A,UEdGraphPin* B) [L62]
function UK2Node_CallFunction* Call(UEdGraph* G,UClass* C,FName F,int X,int Y) [L64]
function UK2Node_VariableGet* Get(UEdGraph* G,FName F,int X,int Y,UClass* C=nullptr,UEdGraphPin* Target=nullptr) [L66]
function UK2Node_VariableSet* Set(UEdGraph* G,FName F,int X,int Y,UClass* C=nullptr,UEdGraphPin* Target=nullptr) [L68]
function UK2Node_Event* Event(UEdGraph* G,UClass* C,FName F,int X,int Y) [L70]
function UK2Node_Self* Self(UEdGraph* G,int X,int Y) [L72]
function UK2Node_ComponentBoundEvent* Click(UWidgetBlueprint* BP,UEdGraph* G,FName Name,int Y) [L74]
function UEdGraph* Graph(UBlueprint* BP) [L76]
function UBlueprint* NewBlueprint(const TCHAR* Name,UClass* Parent,bool Widget) [L78]
function bool Prepare(UBlueprint* BP) [L86]
function bool Save(UBlueprint* BP) [L94]
function UIFText* Text(UWidgetTree* T,FName Name,const TCHAR* Value,int32 Size,EIFTextRole Role) [L100]
function UIFButton* Button(UWidgetTree* T,UVerticalBox* Column,FName Name,const TCHAR* Label) [L102]
function UEdGraph* InterfaceGraph(UBlueprint* BP,FName Name) [L104]
function T* First(UEdGraph* G) [L106]
function bool CompleteSource(UBlueprint* BP) [L108]
function bool Provider() [L119]
function bool SurveyEntry() [L151]
function bool SurveyScreen() [L182]
function bool DesignerRoot() [L201]
function bool JournalLink() [L220]
function bool UForgeExampleAuthoring::AddBlueprintCustomizationExamples() [L229]
function bool UForgeExampleAuthoring::AddSurveyProgressPresentation() [L235]
function bool UForgeExampleAuthoring::ThemeScrollBoxes(UWidgetBlueprint* BP) [L260]
function bool UForgeExampleAuthoring::CreateAppliedPromptExample() [L295]Source/ForgeExamplesEditor/Private/ForgeDocumentationLibrary.cpp
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function UAnimationAsset* UForgeDocumentationLibrary::GetPlayingAnimation(USkeletalMeshComponent* Mesh) [L6]
alias using J = TSharedPtr<FJsonObject>; [L86]
alias using A = TArray<TSharedPtr<FJsonValue>>; [L87]
global declaration TWeakObjectPtr<UObject> LastOpenedAsset; [L88]
global declaration TWeakObjectPtr<UEdGraph> LastOpenedGraph; [L89]
global declaration TStrongObjectPtr<UForgeDocumentationSource> PreviewSource; [L90]
function J Obj() [L91]
function void Add(A& Values, J Value) [L92]
function bool Own(const UObject* O) [L93]
function J Prop(FProperty* P, UObject* Default=nullptr) [L94]
function UWorld* GameWorld() [L102]
function APlayerController* Player() [L107]
function UIFRootLayout* Root() [L108]
function UObject* Source() [L109]
function void Key(FKey K) [L117]
function UObject* UForgeDocumentationSource::GetUIModel_Implementation(FName Name) [L126]
function bool UForgeDocumentationLibrary::ExportSchema(const FString& Filename) [L135]
function TFieldIterator<FProperty> P(S,EFieldIteratorFlags::ExcludeSuper); [L204]
function TFieldIterator<UFunction> F(S,EFieldIteratorFlags::ExcludeSuper); [L205]
function bool UForgeDocumentationLibrary::OpenBlueprint(const FString& AssetPath,bool Graph) [L225]
function bool UForgeDocumentationLibrary::RunAction(const FString& Action) [L243]
function TActorIterator<AForgeDemoWorld> It(GameWorld()); [L387]
function bool UForgeDocumentationLibrary::CaptureWidget(const FString& ClassPath,const FString& Filename,int32 Width,int32 Height) [L424]Source/ForgeExamplesEditor/Private/ForgeExampleAuthoring.cpp
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function T* Node(UEdGraph* Graph,int X,int Y) [L38]
function UK2Node_CallFunction* Call(UEdGraph* G,UClass* Class,FName Function,int X,int Y) [L40]
function UK2Node_VariableGet* Get(UEdGraph* G,FName Name,int X,int Y,UClass* Owner=nullptr) [L42]
function UK2Node_Event* Event(UEdGraph* G,UClass* Class,FName Name,int X,int Y) [L44]
function bool Link(UEdGraphPin* A,UEdGraphPin* B) [L46]
function UWidgetBlueprint* Blueprint(const TCHAR* Name,UClass* Parent) [L48]
function UEdGraph* Graph(UBlueprint* BP) [L57]
function bool Save(UBlueprint* BP) [L59]
function UIFText* Text(UWidgetTree* Tree,FName Name,const TCHAR* Label,int Size,EIFTextRole Role) [L68]
function UWidgetBlueprint* Entry() [L70]
function bool Journal(UClass* EntryClass) [L93]
function FSlateChildSize Fill(ESlateSizeRule::Fill); [L103]
function bool UForgeExampleAuthoring::CreatePublicFeatureExamples() [L122]
function bool UForgeExampleAuthoring::AddJournalThemeChoices() [L129]
function bool UForgeExampleAuthoring::RefineJournalEntryLifecycle() [L156]
function bool UForgeExampleAuthoring::CreatePublicDialogExamples() [L202]Source/ForgeExamplesEditor/Private/ForgeFieldCardsAuthoring.cpp
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function T* Node(UEdGraph* G,int X,int Y) [L62]
function void Link(UEdGraphPin* A,UEdGraphPin* B) [L64]
function UK2Node_CallFunction* Call(UEdGraph* G,UClass* C,FName F,int X,int Y) [L66]
function UK2Node_VariableGet* Get(UEdGraph* G,FName F,int X,int Y,UClass* C=nullptr,UEdGraphPin* Target=nullptr) [L68]
function UK2Node_VariableSet* Set(UEdGraph* G,FName F,int X,int Y,UClass* C=nullptr,UEdGraphPin* Target=nullptr) [L70]
function UK2Node_Event* Event(UEdGraph* G,UClass* C,FName F,int X,int Y) [L72]
function UK2Node_Self* Self(UEdGraph* G,int X,int Y) [L74]
function UK2Node_ComponentBoundEvent* Click(UWidgetBlueprint* BP,UEdGraph* G,FName Name,int Y) [L76]
function UEdGraph* Graph(UBlueprint* BP) [L78]
function UBlueprint* NewBlueprint(const TCHAR* Name,UClass* Parent,bool Widget) [L80]
function bool Prepare(UBlueprint* BP) [L88]
function bool Save(UBlueprint* BP) [L96]
function UIFText* Text(UWidgetTree* T,FName Name,const TCHAR* Value,int32 Size,EIFTextRole Role) [L102]
function UIFButton* Button(UWidgetTree* T,UVerticalBox* Column,FName Name,const TCHAR* Label) [L104]
function UEdGraph* InterfaceGraph(UBlueprint* BP,FName Name) [L106]
function T* First(UEdGraph* G) [L108]
function bool FieldCard() [L111]
function bool UpgradeSelection(UWidgetBlueprint* BP) [L124]
function bool FieldCards() [L131]
function bool CardsLink() [L163]
function bool UForgeExampleAuthoring::AddFieldCardsExample() [L170]
function bool UForgeExampleAuthoring::AddExampleWorldNavigation() [L176]Source/ForgeExamplesEditor/Private/ForgeGraphPolish.cpp
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function FString SemanticGraph(UWidgetBlueprint* BP) [L26]
function FString Digest(const FString& Value) [L48]
function UEdGraphNode* Linked(UEdGraphPin* Pin) [L50]
function UK2Node_CallFunction* NextCall(const UK2Node_CallFunction* Call) [L52]
field FString Title; [L54]
field TArray<UEdGraphNode*> Nodes; [L54]
struct FSection [L54]
function bool UForgeExampleAuthoring::RefineLanguageGraphLayout(bool bVerifyOnly) [L57]Source/ForgeExamplesEditor/Private/ForgeIntegrationAuthoring.cpp
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global declaration const FString Folder=TEXT("/Game/UIForgeTutorial/"); [L53]
function N* Node(UEdGraph* G,int X,int Y) [L54]
function void Link(UEdGraphPin* A,UEdGraphPin* B) [L56]
function UK2Node_CallFunction* Call(UEdGraph* G,UClass* C,FName Name,int X,int Y) [L58]
function UK2Node_Event* Event(UEdGraph* G,UClass* C,FName Name,int X,int Y) [L60]
function UBlueprint* Create(const TCHAR* Name,UClass* Parent,bool Widget=false) [L62]
function UEdGraph* Graph(UBlueprint* BP) [L68]
function bool Save(UBlueprint* BP) [L70]
function UClass* Class(const TCHAR* Name) [L78]
function UK2Node_ComponentBoundEvent* Click(UWidgetBlueprint* BP,UEdGraph* G,FName Name,int Y) [L80]
function void Push(UWidgetBlueprint* BP,UEdGraph* G,FName Button,UClass* Screen,EIFLayer Layer,int Y,bool Close=false) [L82]
function bool Menu(const TCHAR* Name,bool Main) [L95]
function bool HUD() [L118]
function bool CompleteTutorialFlow() [L146]
function bool CompleteControllerSetup() [L167]
function bool CompletePauseSetup() [L185]
function bool UForgeProductAuthoring::CreateIntegrationTutorial() [L225]Source/ForgeExamplesEditor/Private/ForgeMenuAuthoring.cpp
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function T* Node(UEdGraph* G,int X,int Y) [L89]
function void Link(UEdGraphPin* A,UEdGraphPin* B) [L91]
function UK2Node_CallFunction* Call(UEdGraph* G,UClass* C,FName Name,int X,int Y) [L93]
function UK2Node_VariableGet* Get(UEdGraph* G,FName Name,int X,int Y) [L95]
function UK2Node_ComponentBoundEvent* Click(UWidgetBlueprint* BP,UEdGraph* G,FName Name,int Y) [L97]
function UK2Node_Event* Event(UEdGraph* G,UClass* C,FName Name,int X,int Y) [L99]
function bool Save(UWidgetBlueprint* BP) [L101]
function UWidgetBlueprint* Blueprint(const TCHAR* Name,UClass* Parent=UIFScreen::StaticClass()) [L109]
function UIFText* Text(UWidgetTree* T,const TCHAR* Label,int Size,EIFTextRole Role) [L116]
function UVerticalBox* Card(UWidgetTree* T,bool Main) [L118]
function void Button(UWidgetTree* T,UVerticalBox* Column,UClass* ButtonClass,FName Name,const TCHAR* Label) [L126]
function void Focus(UEdGraph* G,FName Name) [L128]
function void Action(UEdGraph* G,UEdGraphPin* Exec,FName Name,int X,int Y) [L133]
function void Push(UEdGraph* G,UEdGraphPin* Exec,UClass* Screen,int Y,bool WithData) [L135]
function void Confirmation(UWidgetBlueprint* BP,UEdGraph* G,UK2Node_CustomEvent* Open,const TCHAR* Title,const TCHAR* Message,const TCHAR* Confirm,FName ActionName,int Y) [L142]
function void Back(UWidgetBlueprint* BP,FName OpenName,bool Deactivate) [L159]
function bool Menu(bool Main,UClass* ButtonClass) [L173]
function bool Readout(bool Queue,const TCHAR* WorldName=nullptr) [L198]
function UVerticalBox* HUDCard(UWidgetTree* T,UCanvasPanel* Canvas,FVector2D Anchor,FVector2D Align,FVector2D Position,float Width) [L221]
function void AddReadout(UWidgetTree* T,UVerticalBox* Column,UClass* Class,FName Name) [L226]
function UK2Node_GetSubsystem* SettingsService(UEdGraph* G,int X,int Y) [L228]
function UK2Node_CallFunction* SettingsCall(UEdGraph* G,FName Name,int X,int Y) [L230]
function UK2Node_CustomEvent* Custom(UEdGraph* G,FName Name,int X,int Y) [L232]
function UK2Node_CallFunction* SelfCall(UEdGraph* G,FName Name,int X,int Y) [L234]
function UK2Node_VariableSet* OwnSession(UEdGraph* G,UEdGraphPin* Exec,bool Value,int X,int Y,FName Member=TEXT("OwnsSettingsSession")) [L236]
function UK2Node_IfThenElse* SessionGate(UEdGraph* G,UEdGraphPin* Exec,int X,int Y,FName Member=TEXT("OwnsSettingsSession")) [L238]
function bool SettingsScreen(UClass* ButtonClass) [L240]
function bool HUD(UClass* ButtonClass,UClass* ReadoutClass,UClass* QueueClass) [L316]
function UK2Node_CallFunction* RemapCall(UEdGraph* G,FName Name,int X,int Y) [L340]
function UK2Node_CallFunction* RemapStatus(UEdGraph* G,UEdGraphPin* Exec,int X,int Y) [L346]
function bool ControlsScreen(UClass* ButtonClass) [L348]
function bool UForgeExampleAuthoring::CreatePublicMenuExamples() [L400]
function bool UForgeExampleAuthoring::CreatePublicSettingsExample() [L406]
function bool UForgeExampleAuthoring::CreatePublicControlsExample() [L424]
function bool UForgeExampleAuthoring::AddWorldEntryExample() [L432]
function bool UForgeExampleAuthoring::CreatePublicHUDExample() [L477]
function bool UForgeExampleAuthoring::RefineHUDReadouts() [L487]
function bool UForgeExampleAuthoring::RefineResponsiveCards() [L546]
function bool UForgeExampleAuthoring::RefineDialogBody() [L609]
function bool UForgeExampleAuthoring::RefineResponsiveHUD() [L631]
function FSlateChildSize OverviewWeight(ESlateSizeRule::Fill); [L681]
function FSlateChildSize OrdersWeight(ESlateSizeRule::Fill); [L682]
function UK2Node_VariableGet* External(UEdGraph* G,UClass* Class,FName Name,UEdGraphPin* Object,int X,int Y) [L690]
function bool RPGButton() [L692]
function bool RPGAction(UClass* ButtonClass) [L714]
function UVerticalBox* RPGPanel(UWidgetTree* T,UCanvasPanel* Canvas,FAnchors Anchors,FMargin Margins) [L747]
function bool RPGHUD(UClass* ButtonClass,UClass* ActionClass,UClass* ReadoutClass,UClass* VitalClass) [L753]
function bool RefineRPGNavigation(UClass* ActionClass,UClass* ButtonClass) [L778]
field FName From; [L800]
field const TCHAR* Direction; [L800]
field FName To; [L800]
struct FRule [L800]
function bool UForgeExampleAuthoring::CreatePublicRPGExample() [L831]
function bool UForgeExampleAuthoring::BindMainMenuIdentity() [L847]
function bool UForgeExampleAuthoring::BindMenuPresentation() [L865]
function bool UForgeExampleAuthoring::RefineMenuHierarchy() [L958]
function bool UForgeExampleAuthoring::RefineSettingsAudioPresentation() [L979]
function bool UForgeExampleAuthoring::RefineOriginalMenuPresentation() [L998]
function bool UForgeExampleAuthoring::RefineOriginalTextWrapping() [L1070]
function bool UForgeExampleAuthoring::RefineRPGAvailability() [L1087]
function bool UForgeExampleAuthoring::RefineReadoutLayoutOptions() [L1192]
function bool UForgeExampleAuthoring::RefineRPGActionDock() [L1260]
function bool UForgeExampleAuthoring::RefineRPGHeaderFit() [L1330]
field UIFSurface* Surface; [L1337]
field UScrollBox* Scroll; [L1337]
field UOverlay* Fit; [L1337]
field FName Name; [L1337]
struct FHeader [L1337]
function bool UForgeExampleAuthoring::RefineRPGPassiveReadouts() [L1368]
function bool UForgeExampleAuthoring::RefineRTSSelection() [L1414]
function bool UForgeExampleAuthoring::RefineRTSPassiveFit() [L1600]
function bool UForgeExampleAuthoring::AddNavigationHintHosts() [L1662]
function bool UForgeExampleAuthoring::RefineTooltipPresentation() [L1707]
function bool UForgeExampleAuthoring::AddContextTooltips() [L1759]
function bool UForgeExampleAuthoring::AddNotificationExample() [L1815]
function bool UForgeExampleAuthoring::AddLoadingExample() [L1844]
function bool UForgeExampleAuthoring::RefineRPGNotificationClearance() [L1934]
function bool UForgeExampleAuthoring::RefineNotificationDock() [L1949]
function bool UForgeExampleAuthoring::PinRPGInputPrompt() [L2033]
function bool UForgeExampleAuthoring::AddMenuNavigationCues() [L2067]
function bool UForgeExampleAuthoring::ThemeJournalList() [L2170]
function bool UForgeExampleAuthoring::RefineRPGSafeAreaContext() [L2194]
function bool UForgeExampleAuthoring::AddLanguageSettings() [L2210]
function bool UForgeExampleAuthoring::WrapLocalizedPauseIdentity() [L2287]Source/ForgeExamplesEditor/Private/ForgeProductAuthoring.cpp
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function bool UForgeProductAuthoring::BakeKnightPortrait(UWorld* World,int32 ViewIndex,bool SaveAsset) [L30]
function TActorIterator<AForgeDemoWorld> It(World); [L33]
function bool UForgeProductAuthoring::BakeCurrentMinimap(UWorld* World,const FString& PackagePath,bool RebuildGenerated) [L58]
function bool UForgeProductAuthoring::ImportOwnedReferenceArt(const FString& ContentDirectory,const TArray<FString>& Packages) [L77]Source/ForgeExamplesEditor/Private/ForgeProductWidgets.cpp
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global declaration const FString Directory=TEXT("/Game/ForgeExamples/UI/"); [L48]
function bool Save(UObject* Object) [L49]
function bool SaveBP(UWidgetBlueprint* BP) [L56]
function UWidgetBlueprint* NewBP(const TCHAR* Name,UClass* Parent) [L67]
function UClass* Class(const TCHAR* Name) [L72]
function UIFText* Text(UWidgetTree* Tree,FName Name,const TCHAR* Label,int32 Size,EIFTextRole Role=EIFTextRole::Body) [L73]
function UCanvasPanelSlot* Place(UCanvasPanel* C,UWidget* W,FVector2D Position,FVector2D Size,FVector2D Anchor=FVector2D::ZeroVector,FVector2D Alignment=FVector2D::ZeroVector) [L77]
function UIFCommandButton* Command(UWidgetTree* T,FName Name,const TCHAR* Label,FName Action,EIFButtonRole Role=EIFButtonRole::Quiet) [L79]
function bool Readout(const TCHAR* Name,bool Heading=false,bool Progress=true) [L83]
function bool ContextEntries() [L98]
function bool MenuButton() [L119]
function bool Journal() [L127]
function bool UnitFrames() [L146]
function bool Menus() [L163]
function bool AbilityEntry() [L201]
function bool Controls() [L221]
function bool Settings() [L264]
function bool Gateway() [L281]
function UIFReadoutEntry* Entry(UWidgetTree* T,UCanvasPanel* C,FName Name,FName Model) [L299]
function bool Layout(bool RTS) [L301]
function bool HUD(bool RTS) [L340]
function bool CompleteBindings() [L347]
function bool UForgeProductAuthoring::CreateProductSamples() [L488]Source/ForgeExamplesEditor/Private/ForgeRPGAuthoring.cpp
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global declaration const FString Folder=TEXT("/Game/ForgeExamples/UI/RPG/"); [L62]
function bool Save(UObject* A) [L64]
function UWidgetBlueprint* Make(const TCHAR* Name,UClass* Parent) [L66]
function bool Finish(UWidgetBlueprint* BP) [L73]
function bool FinishDefaults(UWidgetBlueprint* BP) [L84] — Recompile after CDO edits so UMG's generated instance template receives the new defaults.
function bool ContinueHierarchy(UWidgetBlueprint* BP) [L86]
function UClass* Class(const TCHAR* N) [L111]
function UIFText* Text(UWidgetTree* T,const TCHAR* N,const TCHAR* V,int32 Font=12,EIFTextRole Role=EIFTextRole::Body) [L112]
function UCanvasPanelSlot* Place(UCanvasPanel* C,UWidget* W,FVector2D P,FVector2D S,FVector2D Anchor= [L114]
function UIFSurface* Panel(UWidgetTree* T,const TCHAR* N,FMargin Padding=FMargin(20)) [L116]
function UImage* Art(UWidgetTree* T,const TCHAR* N,const TCHAR* Asset) [L118]
function USizeBox* Portrait(UWidgetTree* T,float Size) [L120]
function void Rule(UWidgetTree* T,UVerticalBox* V) [L126]
function UIFCommandButton* Command(UWidgetTree* T,const TCHAR* N,const TCHAR* Label,FName Action,EIFButtonRole Role=EIFButtonRole::Quiet) [L128]
function UIFSurface* WindowHeader(UWidgetTree* T,UWidget* Title,const TCHAR* CloseName) [L130]
function UIFReadoutEntry* Entry(UWidgetTree* T,const TCHAR* N,FName Model,const TCHAR* EntryClass) [L138]
function UIFProgressWidget* Bar(UWidgetTree* T,const TCHAR* N,FLinearColor Color,float Height) [L140]
function bool Frames() [L142]
function bool HUD() [L192]
function bool Menus() [L224]
function bool Journal() [L245]
function bool ContainerHeaders() [L258]
function bool LoadMenus() [L280]
function bool AbilityBook() [L299]
function bool SettingsRows() [L329]
function FSlateChildSize CopyWeight(ESlateSizeRule::Fill); [L335]
function FSlateChildSize ControlWeight(ESlateSizeRule::Fill); [L337]
function bool RosterSizing() [L360]
function bool StrategyAssets() [L386]
function bool UForgeProductAuthoring::CreateRPGPresentation() [L409]Source/ForgeExamplesEditor/Private/ForgeSettingsAuthoring.cpp
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global declaration const FString Directory=TEXT("/Game/ForgeExamples/UI/Settings/"); [L33]
function FText T(const TCHAR* Id,const TCHAR* Value) [L34]
function bool Save(UObject* Object) [L35]
function bool Compile(UWidgetBlueprint* BP) [L41]
function UWidgetBlueprint* Blueprint(const TCHAR* Name,UClass* Parent) [L48]
function UIFText* Text(UWidgetTree* Tree,FName Name,const TCHAR* Value,int32 Size,EIFTextRole Role=EIFTextRole::Body) [L53]
function UIFSettingDefinition* Definition(const TCHAR* Id,const TCHAR* Label,const TCHAR* Help,FName Page,EIFSettingBinding Binding,float Min,float Max,float Step,float Default,EIFSettingCo [L57]
function bool CreateRow(const TCHAR* Name,bool Compact) [L66]
function bool UForgeProductAuthoring::CreateTabbedSettingsSample() [L94]Source/ForgeExamplesEditor/Private/ForgeSettingsProviderAuthoring.cpp
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global declaration const FString Folder=TEXT("/Game/ForgeExamples/UI/Settings/"); [L27]
function N* Node(UEdGraph* G,int32 X,int32 Y) [L28]
function void Link(UEdGraphPin* A,UEdGraphPin* B) [L30]
function UK2Node_CallFunction* Call(UEdGraph* G,UClass* C,FName Name,int32 X,int32 Y) [L32]
function bool Save(UBlueprint* BP) [L34]
function UBlueprint* NewBP(const TCHAR* Name,UClass* Parent) [L47]
struct Function [L49]
field UEdGraph* Graph; [L51]
field UK2Node_FunctionEntry* Entry; [L51]
field UK2Node_FunctionResult* Result; [L51]
function Function(UBlueprint* BP,FName Name) [L52]
function UK2Node_FunctionResult* Failure(const TCHAR* Message) [L59]
function void Slot(UK2Node_CallFunction* Call) [L65]
function void Preview(Function& F,UEdGraphPin* Start,UEdGraphPin* Value,UEdGraphPin*& Last) [L67]
function bool UForgeProductAuthoring::CreateSettingsProviderSample() [L78]
function Function F(BP,Name); [L124]Source/ForgeExamplesEditor/Public/ForgeDocumentationLibrary.h
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class UForgeDocumentationSource [L12] — Explicit sample values for portable optional-widget previews; no entity/gameplay implementation.
function virtual UObject* GetUIModel_Implementation(FName ModelName) override; [L16]
function virtual bool RequestUIAction_Implementation(FName ActionName,UObject* Context) override [L17]
field TMap<FName,TObjectPtr<UIFPresentationData>> Models; [L19]
class UForgeDocumentationLibrary [L24] — Editor-only documentation inspection/capture. Never included in the runtime plugin.
function static UAnimationAsset* GetPlayingAnimation(USkeletalMeshComponent* Mesh); [L29] — Actual single-node playback; serialized AnimationData is not updated by runtime PlayAnimation.
function static bool ExportSchema(const FString& Filename); [L30]
function static bool OpenBlueprint(const FString& AssetPath, bool Graph); [L31]
function static bool RunAction(const FString& Action); [L32]
function static bool CaptureWidget(const FString& ClassPath, const FString& Filename, int32 Width, int32 Height); [L33]Source/ForgeExamplesEditor/Public/ForgeExampleAuthoring.h
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class UForgeExampleAuthoring [L7] — Editor-only authoring automation. Generated Widget Blueprints use normal public runtime APIs.
function static bool CreatePublicFeatureExamples(); [L12] — Creates original samples if absent. Never overwrites developer-edited assets.
function static bool AddJournalThemeChoices(); [L14] — Explicit sample upgrade: append public Blueprint theme choices once, preserving existing graphs.
function static bool CreatePublicDialogExamples(); [L16] — Original custom button and modal trees; uses only public InterfaceForge events/nodes.
function static bool CreatePublicMenuExamples(); [L17]
function static bool CreatePublicHUDExample(); [L18]
function static bool RefineHUDReadouts(); [L20] — Explicit upgrade of our readouts: compact typography, optional detail, and recycle cleanup.
function static bool CreatePublicSettingsExample(); [L21]
function static bool CreatePublicControlsExample(); [L22]
function static bool RefineResponsiveCards(); [L24] — Reparents only the original fixed-card samples into ordinary engine fit/scroll widgets.
function static bool RefineDialogBody(); [L26] — Independent message scrolling keeps modal actions usable with enlarged or translated prose.
function static bool RefineResponsiveHUD(); [L28] — Reflow original HUD cards without replacing their Blueprint graphs, models or commands.
function static bool CreatePublicRPGExample(); [L30] — Original RPG action entries and HUD use the same public model, button, theme and tint APIs.
function static bool BindMainMenuIdentity(); [L32] — Make the existing original main menu consume an optional identity model, without duplicating its tree.
function static bool RefineOriginalTextWrapping(); [L34] — Explicit original-sample upgrade: prose wraps, percentage/count values stay unbroken.
function static bool RefineRPGAvailability(); [L36] — Upgrade original RPG entries to public, focus-preserving availability feedback.
function static bool RefineRPGPassiveReadouts(); [L37]
function static bool RefineJournalEntryLifecycle(); [L39] — Explicit journal upgrade: selection styling and public release-event cleanup for recycled rows.
function static bool RefineRTSSelection(); [L41] — Original RTS command entries consume public models; example selection rules remain outside the plugin.
function static bool AddContextTooltips(); [L43] — Saved custom tooltip entry and named anchors use the public entry/button contracts.
function static bool AddNotificationExample(); [L44]
function static bool RefineNotificationDock(); [L45]
function static bool AddLoadingExample(); [L46]
function static bool AddWorldEntryExample(); [L47]
function static bool AddBlueprintCustomizationExamples(); [L49] — Saved screen, entry, Blueprint-only adapter and Designer root using the public UI contracts.
function static bool AddBlueprintAnimationExample(); [L51] — Original editable UMG arrival timeline; ordinary Blueprint activation/preference/cleanup graphs.
function static bool AddConcurrentBlueprintAnimationExample(); [L52]
function static bool RefineOriginalMenuPresentation(); [L54] — Original menu hierarchy: bounded identity and prose, independent action scrolling. Preserves saved graphs.
function static bool BindMenuPresentation(); [L56] — Optional frontend labels/confirmations via normal Blueprint functions and public IFDataSource models.
function static bool RefineRPGHeaderFit(); [L58] — Content-sized original RPG headers, bounded by the existing responsive docks. Keeps model graphs intact.
function static bool RefineRPGActionDock(); [L60] — Original RPG action dock follows content at the bottom; compact cards retain bounded feedback scrolling.
function static bool RefineReadoutLayoutOptions(); [L62] — Shared readout instance option selects vertical or inline detail through ordinary Blueprint/Stack Box properties.
function static bool RefineTooltipPresentation(); [L64] — Compact original tooltip body and public input-aware engine placements; preserves data/release graphs.
function static bool AddNavigationHintHosts(); [L66] — Original passive description lane through public screen/entry APIs, shared by both HUDs.
function static bool RefineRTSPassiveFit(); [L68] — Content-fit original passive RTS resource/notice/production card without changing its bindings.
function static bool RefineMenuHierarchy(); [L70] — Original menu hierarchy and editable arrival motion through public button/theme/UMG features.
function static bool AddMenuArrivalAnimations(); [L71]
function static bool PinRPGInputPrompt(); [L73] — Pin a minimal remap-aware key/glyph beside the RPG context reading region, keeping action height intact.
function static bool AddMenuNavigationCues(); [L75] — CommonUI action icons and actual-key fallback in the original menus' identity band.
function static bool CreateAppliedPromptExample(); [L77] — Saved developer-authored prompt body uses public resolution events, image/text nodes and theme tokens.
function static bool ThemeScrollBoxes(class UWidgetBlueprint* Blueprint); [L79] — Preserve existing UMG contents/properties while opting the sample's ScrollBoxes into public theme styling.
function static bool RefineSettingsAudioPresentation(); [L80]
function static bool ThemeJournalList(); [L82] — Append the public list-theme node to the journal's ordinary screen theme event.
function static bool RefineRPGSafeAreaContext(); [L83]
function static bool RefineRPGNotificationClearance(); [L85] — Reserve clearance for wrapped result ribbons at enlarged text size; only changes the saved context dock.
function static bool AddLanguageSettings(); [L86]
function static bool WrapLocalizedPauseIdentity(); [L87]
function static bool RefineLanguageGraphLayout(bool bVerifyOnly=false); [L89] — Editor-only layout of the example's culture graphs; preserves values and connections.
function static bool AddExampleWorldNavigation(); [L91] — Original main-menu travel between both standalone examples through public provider actions.
function static bool AddFieldCardsExample(); [L93] — Original playable virtualized field cards using public entry, selection and live provider contracts.
function static bool AddSurveyProgressPresentation(); [L95] — Saved survey entry uses public Configure Progress for editable styles and appropriate sizing.Source/ForgeExamplesEditor/Public/ForgeProductAuthoring.h
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class UForgeProductAuthoring [L7] — Bounded editor authoring for the 5.8 product examples. Never modifies reference assets.
function static bool CreateRPGPresentation(); [L12] — RPG-only third-person presentation and editable Designer UI. Preserves RTS assets.
function static bool CreateHumanMotionPresentation(const FString& ReferenceContentDirectory); [L14] — Copies only seven approved skeletal sequences; validates the existing local skeleton.
function static bool ImportOwnedReferenceArt(const FString& ContentDirectory,const TArray<FString>& Packages); [L15]
function static bool CreateProductSamples(); [L17] — Create original Designer-built menus, layouts and readouts; existing assets are never overwritten.
function static bool RebuildArmyHUD(); [L19] — Explicit revision of the owned saved example UI. Does not touch reference projects.
function static bool PrepareArmyNavigation(UWorld* World); [L20]
function static bool CreateTabbedSettingsSample(); [L22] — Saved Blueprint examples composed entirely from public settings definitions, rows and tabs.
function static bool CreateSettingsProviderSample(); [L23]
function static bool ConsolidatePluginContent(); [L25] — Development migration only: use AssetTools, resave referencers and remove resolved redirectors.
function static bool CreateIntegrationTutorial(); [L27] — Ordinary game/controller and widget Blueprints for the independent integration walkthrough.
function static bool BakeCurrentMinimap(UWorld* World,const FString& PackagePath,bool RebuildGenerated=false); [L29] — Offline editor bake only. Reuses one saved texture; runtime maps never render a second scene.
function static bool BakeKnightPortrait(UWorld* World,int32 ViewIndex=0,bool SaveAsset=false); [L30]Source/UIForge.Target.cs
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C# class UIForgeTarget : TargetRules [L4]
constructor UIForgeTarget(TargetInfo Target) [L6]
module dependencies ExtraModuleNames: ForgeExamples [L7]Source/UIForgeEditor.Target.cs
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C# class UIForgeEditorTarget : TargetRules [L4]
constructor UIForgeEditorTarget(TargetInfo Target) [L6]
module dependencies ExtraModuleNames: ForgeExamples [L7]Tools/Documentation/audit_army_delivery.py
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python function read [L6]
python function digest [L7]Tools/Documentation/audit_competitive_delivery.py
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python function read [L5]
python function digest [L6]Tools/Documentation/audit_todo_delivery.py
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python function read [L5]
python function digest [L6]Tools/Documentation/author_army_revision.py
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python function data [L13]
python function key [L18]Tools/Documentation/author_button_skins.py
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python function brush [L9]
python function skin [L11]Tools/Documentation/author_shared_themes.py
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python function brush [L12]
python function button [L14]
python function apply [L17]Tools/Documentation/build_catalog.py
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python function picture [L27]Tools/Documentation/build_product_worlds.py
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python function asset [L11]
python function mesh [L16]
python function light [L30]
python function world [L35]
python function cls [L70]Tools/Documentation/build_scheme.py
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python function compact [L10]
python function preprocess [L11]
python function extract_cpp [L19]
python function explanation [L59]
python function emit [L113]
python function txt [L21]
python function comment [L22]
python function walk [L26]
python function widget_children [L146]
python function has_function [L43]
python function contains_function [L50]Tools/Documentation/capture_army_revision.py
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python function state [L7]
python function shot [L9]Tools/Documentation/capture_competitive_responsive.py
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python function state [L6]
python function shot [L8]Tools/Documentation/capture_competitive_review.py
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python function state [L6]
python function shot [L8]
python function cmd [L11]
python function click [L12]
python function fresh [L13]Tools/Documentation/capture_product_gallery.py
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python function state [L8]
python function click [L10]
python function shot [L11]
python function fresh [L14]
python function main [L17]Tools/Documentation/capture_rpg.py
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python function cap [L6]Tools/Documentation/capture_rts.py
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python function cap [L5]Tools/Documentation/capture_visual_manual.py
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python function capture [L13]
python function editor [L31]
python function runtime [L37]Tools/Documentation/clean_product_generated.ps1
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PowerShell function Remove-ForgeGeneratedDirectory [L10]Tools/Documentation/configure_product_input.py
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python function data [L8]
python function key [L13]
python function mappings [L17]Tools/Documentation/draw_integrity_chrome.py
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python function polygon [L10]
python function create [L13]Tools/Documentation/draw_resource_art.py
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python function line [L8]
python function poly [L9]Tools/Documentation/editor_capture.py
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python function doc_result [L14]
python function doc_export_schema [L17]
python function doc_tick [L27]Tools/Documentation/finish_army_navigation.py
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python function finish [L8]Tools/Documentation/finish_clean_navigation.py
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python function done [L6]Tools/Documentation/inspect_world_dressing.py
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python function vec [L6]Tools/Documentation/make_todo_candidate.py
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python function core_files [L24]
python function write [L28]
python function link [L12]Tools/Documentation/polish_army_worlds.py
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python function mesh [L12]Tools/Documentation/polish_product_worlds.py
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python function mesh [L8]Tools/Documentation/prepare_learning_documentation.py
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python function signature [L15]Tools/Documentation/prepare_tutorial_host.py
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python function copy [L11]Tools/Documentation/probe_movement_delivery.py
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python function tick [L5]Tools/Documentation/redress_example_worlds.py
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python function mesh [L21]
python function uniform [L36]
python function floors [L40]Tools/Documentation/request.py
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python function request [L5]
python function action [L18]
python function shot [L20]Tools/Documentation/review_icon_states.py
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python function finish [L28]
python function tick [L32]Tools/Documentation/summarize_product_profile.py
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python function stats [L24]Tools/Documentation/tutorial_host_service.py
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python function inspect [L8]
python function tick [L26]Tools/Documentation/verify_animation_runtime.py
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python function check [L7]
python function hero [L8]
python function finish [L11]
python function tick [L13]Tools/Documentation/verify_army_input.py
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python function state [L7]
python function expect [L10]Tools/Documentation/verify_army_orders.py
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python function check [L8]
python function units [L10]
python function selected [L11]
python function project [L12]
python function finish [L13]
python function tick [L17]Tools/Documentation/verify_army_virtualization.py
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python function check [L14]
python function finish [L15]
python function tick [L18]Tools/Documentation/verify_blueprint_setting_provider.py
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python function ok [L20]
python function expect [L21]Tools/Documentation/verify_button_skins.py
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python function check [L10]
python function tick [L17]
python function finish [L39]Tools/Documentation/verify_choice_back.py
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python function check [L10]
python function finish [L13]
python function tick [L18]Tools/Documentation/verify_choice_lifetime.py
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python function expect [L12]
python function finish [L13]
python function tick [L18]Tools/Documentation/verify_clean_revision.py
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python function wait [L5]Tools/Documentation/verify_competitive_ability_book.py
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python function check [L8]
python function book [L11]
python function button [L12]
python function finish [L13]
python function tick [L16]Tools/Documentation/verify_competitive_customization.py
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python function check [L8]
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python function tick [L19]Tools/Documentation/verify_competitive_roster_layout.py
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python function check [L9]
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python function tick [L15]Tools/Documentation/verify_input_contexts.py
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python function probe [L7]Tools/Documentation/verify_knight_contacts.py
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python function expect [L13]
python function order [L14]
python function finish [L16]
python function tick [L21]Tools/Documentation/verify_knight_directions.py
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python function order [L16]
python function finish [L18]
python function tick [L22]Tools/Documentation/verify_knight_motion.py
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python function tick [L45]Tools/Documentation/verify_menu_tableau.py
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python function logical [L10]
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python function tick [L16]Tools/Documentation/verify_mmo_attack_intent.py
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python function check [L8]
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python function tick [L12]Tools/Documentation/verify_presentation_contracts.py
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python function check [L6]Tools/Documentation/verify_product_flows.py
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python function state [L6]
python function expect [L8]
python function click [L9]
python function key [L10]
python function settings [L11]
python function change_scale [L12]
python function controls [L13]
python function bind [L14]
python function fresh [L15]
python function run [L18]Tools/Documentation/verify_product_input.py
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python function mode [L8]Tools/Documentation/verify_product_revision.py
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python function state [L7]
python function click [L10]
python function point [L11]
python function distance [L12]Tools/Documentation/verify_product_slice.py
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python function read_json [L7]
python function state [L9]
python function expect [L11]
python function click [L12]
python function screenshot [L13]
python function new_game [L14]
python function run [L17]Tools/Documentation/verify_resource_brushes.py
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python function tick [L21]Tools/Documentation/verify_rpg_camera.py
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python function check [L4]
python function step [L5]
python function restore [L6]
python function finish [L8]
python function tick [L11]Tools/Documentation/verify_rpg_defaults.py
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python function tick [L10]Tools/Documentation/verify_rpg_input.py
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python function expect [L13]Tools/Documentation/verify_rpg_pie_back.py
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python function state [L5]Tools/Documentation/verify_rpg_rebinding.py
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python function key [L7]
python function current [L9]
python function check [L11]
python function stage [L13]
python function pos [L15]
python function step [L17]
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python function tick [L22]Tools/Documentation/verify_settings_centering.py
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python function center [L11]
python function measure [L16]
python function tick [L20]Tools/Documentation/verify_settings_save_failure.py
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python function ok [L18]
python function expect [L19]
python function cleanup [L20]
python function run_checks [L33]
python function await_activation [L54]
python function after_capture [L46]Tools/Documentation/verify_settings_session.py
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python function result [L18]
python function expect [L22]
python function value [L25]Tools/Documentation/verify_submenu_focus.py
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python function focused [L7]
python function finish [L8]
python function tick [L10]Tools/Documentation/verify_tutorial_flow.py
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python function expect [L9]
python function action [L10]
python function top [L11]
python function finish [L13]
python function tick [L17]Tools/Documentation/verify_visual_integrity_alignment.py
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python function sample [L10]
python function finish [L19]
python function tick [L24]Tools/Documentation/watch_native_mmo_attack.py
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python function tick [L7]Tools/Documentation/write_product_receipt.py
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python function digest [L5]Tools/archive_playable_example.py
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python function sha [L19]Tools/assemble_review_candidate.py
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python function copy [L19]Tools/audit_mass_deliverable.py
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python function digest [L9]Tools/capture_baseline.py
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python function git [L11]Tools/create_ui_assets.py
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python function data_asset [L11]Tools/create_ui_audio_assets.py
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python function asset [L9]Tools/detect_input_devices.py
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python class Gamepad [L7]
python class State [L12]Tools/inspect_sakura_live_cooldown.py
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python function inspect_tick [L22]Tools/read_reference_widgets.py
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python function read [L30]
python function serial [L34]Tools/read_sakura_cooldown.py
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python function visit [L11]Tools/run_localization_matrix.ps1
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PowerShell function Invoke-LocaleRun [L4]Tools/run_safe_area_matrix.ps1
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PowerShell function Test-RPGAspect [L4]Tools/summarize_exported_widgets.py
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python function compact [L22]
python function field [L26]Tools/summarize_final_ui_audit.py
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python function tone [L30]Tools/summarize_progress_core.py
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python function sha [L8]Tools/verify_documentation_derivative.py
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python function docs_only [L18]Tools/verify_reference_preservation.py
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python function git [L9]Unreal reflected API and editable properties
Each type lists its own declarations; inherited members remain on its parent. Blueprint callable nodes, parameters, editable fields, defaults, categories and delegate properties come from the loaded Unreal types.
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class ForgeAnimationReview : Actor — Opt-in real-RHI evidence for saved Blueprint timelines; not part of normal example input.
Controller : TObjectPtr<AForgeExamplePlayerController> = None
Root : TObjectPtr<UIFRootLayout> = None
Survey : TObjectPtr<UIFScreen> = None
Entry : TObjectPtr<UIFEntryWidget> = None
Source : TObjectPtr<UIFPresentationData> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
Animation : TObjectPtr<UWidgetAnimation> = None
HeadingAnimation : TObjectPtr<UWidgetAnimation> = None
Card : TObjectPtr<UWidget> = None
Heading : TObjectPtr<UWidget> = None
class ForgeControlsScreen : IFScreen
KeySelector : TObjectPtr<UInputKeySelector> = None
Status : TObjectPtr<UTextBlock> = None
KeySelected(Chord: FInputChord)
Defaults()
CancelChanges()
ApplyChanges()
class ForgeCustomizationReview : Actor — Opt-in development evidence; the saved Blueprint assets contain the actual interaction.
Controller : TObjectPtr<AForgeExamplePlayerController> = None
CustomRoot : TObjectPtr<UIFRootLayout> = None
Journal : TObjectPtr<UIFScreen> = None
Survey : TObjectPtr<UIFScreen> = None
Entry : TObjectPtr<UIFEntryWidget> = None
Model : TObjectPtr<UIFPresentationData> = None
OriginalTheme : TObjectPtr<UIFTheme> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
class ForgeDemoAnimInstance : AnimInstance — Character presentation for the playable examples only. Independent of the UI plugin.
GroundSpeed : float [Blueprint] = 0.000000 — Actual planar displacement per simulation second; these actors do not use CharacterMovement.
ActionBlendIn : float [Edit, Blueprint] = 0.090000
ActionBlendOut : float [Edit, Blueprint] = 0.120000
ActionMontages : TMap = () — One transient montage per used clip, rather than allocating one for every army strike.
ReturnToLocomotion(BlendOut: float) [Blueprint node]
PlayAction(Clip: UAnimSequence*, HoldFinalPose: bool) [Blueprint node]
class ForgeDemoController : PlayerController
Demo : TObjectPtr<AForgeDemoWorld> = None
GameplayMapping : TObjectPtr<UInputMappingContext> = None
StartupProviders : TArray
class ForgeDemoGameMode : GameModeBase
class ForgeDemoSave : SaveGame — Example-only persistence. The UI plugin never serializes a game's units or progression.
Version : int32 = 1
Genre : EForgeDemoGenre = MMO
Units : TArray
Gold : int32 = 240
Defeated : int32 = 0
Mana : float = 100.000000
GateHealth : float = 100.000000
Elapsed : float = 0.000000
struct ForgeDemoUnitState : None
Position : FVector [Edit, Blueprint]
Health : float [Edit, Blueprint]
Enemy : bool [Edit, Blueprint]
Role : EForgeUnitRole [Edit, Blueprint]
class ForgeDemoWorld : Actor — Small standalone encounter adapter. Owns demonstration rules, models and save data, never core UI.
Genre : EForgeDemoGenre [Edit, Blueprint] = MMO
ViewCamera : TObjectPtr<ACameraActor> [Edit, Blueprint] = None
MainMenuClass : TSubclassOf<UIFScreen> [Edit, Blueprint] = None
HUDClass : TSubclassOf<UIFScreen> [Edit, Blueprint] = None
PauseClass : TSubclassOf<UIFScreen> [Edit, Blueprint] = None
LoadClass : TSubclassOf<UIFScreen> [Edit, Blueprint] = None
SettingsClass : TSubclassOf<UIFScreen> [Edit, Blueprint] = None
NameplateClass : TSubclassOf<UUserWidget> [Edit, Blueprint] = None
JournalClass : TSubclassOf<UIFScreen> [Edit, Blueprint] = None
AbilityBookClass : TSubclassOf<UIFScreen> [Edit, Blueprint] = None — Ordinary public IFScreen Blueprint; shows the existing six encounter skills.
JournalSourceClass : TSubclassOf<UObject> [Edit, Blueprint] = None
Theme : TObjectPtr<UIFTheme> [Edit, Blueprint] = None
StartupSettings : TArray [Edit, Blueprint] — Optional game-owned preference definitions. The example applies their public provider at startup.
RootLayoutClass : TSubclassOf<UIFRootLayout> [Edit, Blueprint] = None
CharacterMesh : TObjectPtr<USkeletalMesh> [Edit, Blueprint] = None
IdleAnimation : TObjectPtr<UAnimSequence> [Edit, Blueprint] = None
MoveAnimation : TObjectPtr<UAnimSequence> [Edit, Blueprint] = None
AttackAnimation : TObjectPtr<UAnimSequence> [Edit, Blueprint] = None
CastAnimation : TObjectPtr<UAnimSequence> [Edit, Blueprint] = None
DeathAnimation : TObjectPtr<UAnimSequence> [Edit, Blueprint] = None
CharacterAnimationClass : TSubclassOf<UAnimInstance> [Edit, Blueprint] = None — Optional editable Animation Blueprint. Null retains single-sequence replacement support.
HitAnimation : TObjectPtr<UAnimSequence> [Edit, Blueprint] = None
MeshForwardYaw : float [Edit, Blueprint] = 90.000000 — Imported knight faces component +Y. Zero supports a conventional +X-facing replacement.
MeleeContactTime : float [Edit, Blueprint] = 0.633333 — Contact/release markers read from this owned animation bank, in seconds.
SpellReleaseTime : float [Edit, Blueprint] = 0.500000
AbilityAtlas : TObjectPtr<UTexture2D> [Edit, Blueprint] = None
CommandAtlas : TObjectPtr<UTexture2D> [Edit, Blueprint] = None
UnitPortrait : TObjectPtr<UTexture2D> [Edit, Blueprint] = None
CharacterBlade : TObjectPtr<UStaticMesh> [Edit, Blueprint] = None — Fixed character presentation, not equipment or inventory rules.
BladeSocketOffset : FTransform [Edit, Blueprint] = (Rotation=(X=0.000000,Y=0.000000,Z=0.000000,W=1.000000),Translation=(X=0.000000,Y=0.000000
FollowCameraOffset : FVector [Edit, Blueprint] = (X=550.000000,Y=-950.000000,Z=650.000000)
RPGMenuFocus : FVector [Edit, Blueprint] = (X=-250.000000,Y=-280.000000,Z=125.000000) — Menu-only composition; gameplay orbit/zoom and saved unit positions are independent.
RPGMenuOffset : FVector [Edit, Blueprint] = (X=480.000000,Y=-1000.000000,Z=75.000000)
MenuFieldOfView : float [Edit, Blueprint] = 44.000000
RPGCameraClass : TSubclassOf<AForgeRPGCamera> [Edit, Blueprint] = None — RPG-only camera class. Create a child Blueprint to tune boom, lens and look behavior.
RPGCamera : TObjectPtr<AForgeRPGCamera> [Blueprint] = None
RPGMapWorldMin : FVector2D [Edit, Blueprint] = (X=-2600.000000,Y=-2400.000000) — XY bounds of the RPG map artwork. U maps world Y, V maps negative world X; RTS retains its existing mapping.
RPGMapWorldMax : FVector2D [Edit, Blueprint] = (X=2600.000000,Y=3600.000000)
Playing : bool [Blueprint] = False
Paused : bool [Blueprint] = False
Units : TArray [Blueprint]
Selected : TArray [Blueprint]
Orders : TArray [Blueprint]
bAttackMoveArmed : bool [Blueprint] = False
Formation : int32 [Blueprint] = 0
TrainingQueue : int32 [Blueprint] = 0
bTrackObjective : bool [Blueprint] = True
HoveredUnit : int32 [Blueprint] = -1
InputMapping : TObjectPtr<UInputMappingContext> [Edit, Blueprint] = None — Explicit map-owned reference: the cooker includes the context, actions and player-mappable settings.
Models : TMap = ()
JournalSource : TObjectPtr<UObject> = None
Representations : TArray
Meshes : TArray
Nameplates : TArray
UpdateSelectionOverlay(Marquee: bool, Start: FVector2D, End: FVector2D) [Blueprint node]
SelectRectangle(Start: FVector2D, End: FVector2D, Additive: bool) [Blueprint node]
SelectAt(ScreenPosition: FVector2D, Additive: bool, SameType: bool) [Blueprint node]
PickUnit(ScreenPosition: FVector2D, ReturnValue: int32) [Blueprint node]
IssueOrder(Type: EForgeOrderType, Destination: FVector, Victim: int32, Queue: bool) [Blueprint node]
ControlGroup(Group: int32, Store: bool, Additive: bool, CenterCamera: bool) [Blueprint node]
ConfirmationCompleted(Result: EIFDialogResult)
CommandAt(ScreenPosition: FVector2D, Queue: bool) [Blueprint node]
class ForgeEntryReview : Actor — Development-only opt-in QA of the saved Blueprint journal; never part of the playable flow.
Screen : TObjectPtr<UIFScreen> = None
List : TObjectPtr<UListView> = None
Models : TArray
OriginalModels : TArray
OldModel : TObjectPtr<UIFPresentationData> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
OriginalTheme : TObjectPtr<UIFTheme> = None
ReviewTheme : TObjectPtr<UIFTheme> = None
class ForgeExampleGameMode : GameModeBase
class ForgeExamplePlayerController : PlayerController
Outpost : TObjectPtr<AForgeOutpost> [Blueprint] = None
RootClass : TSubclassOf<UIFRootLayout> [Edit, Blueprint] = /Script/UMG.WidgetBlueprintGeneratedClass'/Game/UI/Blueprint/WBP_ForgeRoot.WBP_ForgeRoot_C
MainMenuClass : TSubclassOf<UIFScreen> [Edit, Blueprint] = /Script/UMG.WidgetBlueprintGeneratedClass'/Game/UI/Blueprint/WBP_AshenMainMenu.WBP_AshenMa
HUDClass : TSoftClassPtr<UIFScreen> [Edit, Blueprint] = /Game/UI/Blueprint/WBP_AshenRTSHUD.WBP_AshenRTSHUD_C
PauseClass : TSubclassOf<UIFScreen> [Edit, Blueprint] = /Script/UMG.WidgetBlueprintGeneratedClass'/Game/UI/Blueprint/WBP_AshenPause.WBP_AshenPause
DialogClass : TSubclassOf<UIFDialog> [Edit, Blueprint] = /Script/UMG.WidgetBlueprintGeneratedClass'/Game/UI/Blueprint/WBP_ForgeConfirmation.WBP_For
WorkshopClass : TSubclassOf<UIFScreen> [Edit] = None
PreviewMapping : TObjectPtr<UInputMappingContext> [Edit] = /Script/EnhancedInput.InputMappingContext'/Game/Input/IMC_Preview.IMC_Preview'
PreviewTheme : TObjectPtr<UIFTheme> [Edit] = /Script/InterfaceForge.IFTheme'/InterfaceForge/UIForge/Themes/DA_ForgeMineral.DA_ForgeMine
PreviewAudioRouting : TObjectPtr<UIFAudioRouting> [Edit] = /Script/InterfaceForge.IFAudioRouting'/InterfaceForge/UIForge/Audio/DA_IFAudioRouting.DA_I
FieldHUD : TObjectPtr<UIFScreen> = None
LoadingRequest : TObjectPtr<UIFScreenLoadAction> = None
ReturnToMainMenu() [Blueprint node]
RetryExpedition(Result: EIFDialogResult)
RequestBeginExpedition(ReturnValue: bool) [Blueprint node]
PauseExpedition() [Blueprint node]
ExpeditionReady(Screen: UIFScreen*, Reason: FText)
ExpeditionFailed(Screen: UIFScreen*, Reason: FText)
ExpeditionCancelled(Screen: UIFScreen*, Reason: FText)
DialogReviewCompleted(Result: EIFDialogResult) — Opt-in visual fixture cleanup; never commits preference previews.
BeginExpedition() [Blueprint node]
class ForgeFieldCardsReview : Actor
Controller : TObjectPtr<APlayerController> = None
Journal : TObjectPtr<UIFScreen> = None
Cards : TObjectPtr<UIFScreen> = None
Dialog : TObjectPtr<UIFScreen> = None
Tiles : TObjectPtr<UTileView> = None
Reading : TObjectPtr<UIFEntryWidget> = None
Original : TObjectPtr<UIFPresentationData> = None
Selected : TObjectPtr<UIFPresentationData> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
Theme : TObjectPtr<UIFTheme> = None
class ForgeFieldHUD : IFScreen
Panels : TArray
Resources : TObjectPtr<UIFText> = None
Objective : TObjectPtr<UIFText> = None
ObjectiveDetail : TObjectPtr<UIFText> = None
SelectedTitle : TObjectPtr<UIFText> = None
SelectedDetail : TObjectPtr<UIFText> = None
Notice : TObjectPtr<UIFText> = None
QueueTitle : TObjectPtr<UIFText> = None
QueueProgress : TObjectPtr<UIFProgressWidget> = None
RefreshModels()
Recruit()
Rally()
Pause()
Patrol()
NextScout()
class ForgeGlyphReview : Actor — Opt-in rendering/remap proof using the actual playable HUDs, not a shipping screen.
Controller : TObjectPtr<APlayerController> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
Remapping : TObjectPtr<UIFRemappingSubsystem> = None
HUD : TObjectPtr<UIFScreen> = None
Prompt : TObjectPtr<UIFActionPrompt> = None
OriginalTheme : TObjectPtr<UIFTheme> = None
ScrollFixture : TObjectPtr<UIFScrollBox> = None
OverflowFixture : TObjectPtr<UTextBlock> = None
ExpandedContext : TObjectPtr<UIFPresentationData> = None
OriginalContext : TObjectPtr<UIFPresentationData> = None
class ForgeLoadingReview : Actor
SafePlaySettings : TObjectPtr<UObject> = None
Controller : TObjectPtr<APlayerController> = None
Source : TObjectPtr<UObject> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
Active : TObjectPtr<UIFScreenLoadAction> = None
Main : TObjectPtr<UIFScreen> = None
HUD : TObjectPtr<UIFScreen> = None
OtherDialog : TObjectPtr<UIFScreen> = None
MotionCover : TObjectPtr<UIFScreen> = None
Ready(Screen: UIFScreen*, Reason: FText)
Failed(Screen: UIFScreen*, Reason: FText)
Cancelled(Screen: UIFScreen*, Reason: FText)
class ForgeLocalizationReview : Actor
Controller : TObjectPtr<APlayerController> = None
SettingsScreen : TObjectPtr<UIFScreen> = None
Preferences : TObjectPtr<UIFSettingsSubsystem> = None
class ForgeMainScreen : IFScreen — Example screens use only public InterfaceForge services. Game behavior lives in the adapter.
Start()
Settings()
QuitConfirmed(Result: EIFDialogResult)
Quit()
class ForgeMenuScreen : IFScreen
InputStatus : TObjectPtr<UTextBlock> = None
OpenSettings()
OpenControls()
OpenAbout()
EnterPreview()
class ForgeNotificationReview : Actor — Opt-in real-RHI fixture. Gameplay samples and plugin users do not need this actor.
Controller : TObjectPtr<APlayerController> = None
Source : TObjectPtr<UObject> = None
HUD : TObjectPtr<UIFScreen> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
Notices : TObjectPtr<UIFNotificationSubsystem> = None
Action : TObjectPtr<UIFButton> = None
ReleasedEntry : TObjectPtr<UIFEntryWidget> = None
Ended(Id: FGuid, Reason: EIFNotificationEndReason)
class ForgeOutpost : Actor — Small example backend; nothing in this class is part of InterfaceForge's runtime.
bExpeditionActive : bool [Blueprint] = False
bExpeditionPaused : bool [Blueprint] = False
Camera : TObjectPtr<ACameraActor> [Blueprint] = None
Models : TMap = ()
Scouts : TArray
Cube : TObjectPtr<UStaticMesh> = /Script/Engine.StaticMesh'/Engine/BasicShapes/Cube.Cube'
Cylinder : TObjectPtr<UStaticMesh> = /Script/Engine.StaticMesh'/Engine/BasicShapes/Cylinder.Cylinder'
Cone : TObjectPtr<UStaticMesh> = /Script/Engine.StaticMesh'/Engine/BasicShapes/Cone.Cone'
Sphere : TObjectPtr<UStaticMesh> = /Script/Engine.StaticMesh'/Engine/BasicShapes/Sphere.Sphere'
Palette : TObjectPtr<UMaterialInterface> = /Script/Engine.Material'/Game/Art/M_OutpostPalette.M_OutpostPalette'
StartExpedition() [Blueprint node]
SetExpeditionPaused(bPaused: bool) [Blueprint node]
SelectActor(Actor: AActor*, bToggle: bool) [Blueprint node]
GetSelectedCount(ReturnValue: int32) [Blueprint node]
EndExpedition() [Blueprint node]
class ForgePauseScreen : IFScreen
JournalClass : TSubclassOf<UIFScreen> [Edit, Blueprint] = /Script/UMG.WidgetBlueprintGeneratedClass'/Game/UI/Blueprint/WBP_FieldJournal.WBP_FieldJou
Settings()
ReturnConfirmed(Result: EIFDialogResult)
Return()
Resume()
Journal()
class ForgePilgrimage : Actor — Small local interaction adapter for the RPG interface; no combat, GAS or inventory implementation.
bJourneyActive : bool [Blueprint] = False
bJourneyPaused : bool [Blueprint] = False
Camera : TObjectPtr<ACameraActor> [Blueprint] = None
WorldReadoutClass : TSubclassOf<AForgeWorldReadout> [Edit, Blueprint] = /Script/Engine.BlueprintGeneratedClass'/Game/UI/Blueprint/BP_ForgeWorldReadout.BP_ForgeWor
Models : TMap = ()
Scene : TArray
WorldReadouts : TArray
Hero : TObjectPtr<AActor> = None
Companion : TObjectPtr<AActor> = None
Hearth : TObjectPtr<AActor> = None
Cube : TObjectPtr<UStaticMesh> = /Script/Engine.StaticMesh'/Engine/BasicShapes/Cube.Cube'
Cylinder : TObjectPtr<UStaticMesh> = /Script/Engine.StaticMesh'/Engine/BasicShapes/Cylinder.Cylinder'
Sphere : TObjectPtr<UStaticMesh> = /Script/Engine.StaticMesh'/Engine/BasicShapes/Sphere.Sphere'
Palette : TObjectPtr<UMaterialInterface> = /Script/Engine.Material'/Game/Art/M_OutpostPalette.M_OutpostPalette'
StartJourney() [Blueprint node]
SetJourneyPaused(bPaused: bool) [Blueprint node]
EndJourney() [Blueprint node]
AnswerKeeper(Result: EIFDialogResult)
class ForgePilgrimageController : PlayerController — Reuses the same public screen stack/settings/dialogs with an independent source.
RootClass : TSubclassOf<UIFRootLayout> [Edit, Blueprint] = /Script/UMG.WidgetBlueprintGeneratedClass'/Game/UI/Blueprint/WBP_EmberRoot.WBP_EmberRoot_C
MainMenuClass : TSubclassOf<UIFScreen> [Edit, Blueprint] = /Script/UMG.WidgetBlueprintGeneratedClass'/Game/UI/Blueprint/WBP_AshenMainMenu.WBP_AshenMa
HUDClass : TSoftClassPtr<UIFScreen> [Edit, Blueprint] = /Game/UI/Blueprint/WBP_EmberRPGHUD.WBP_EmberRPGHUD_C
PauseClass : TSubclassOf<UIFScreen> [Edit, Blueprint] = /Script/UMG.WidgetBlueprintGeneratedClass'/Game/UI/Blueprint/WBP_AshenPause.WBP_AshenPause
DialogClass : TSubclassOf<UIFDialog> [Edit, Blueprint] = /Script/UMG.WidgetBlueprintGeneratedClass'/Game/UI/Blueprint/WBP_ForgeConfirmation.WBP_For
Journey : TObjectPtr<AForgePilgrimage> [Blueprint] = None
Mapping : TObjectPtr<UInputMappingContext> = /Script/EnhancedInput.InputMappingContext'/Game/Input/IMC_Preview.IMC_Preview'
HUD : TObjectPtr<UIFScreen> = None
LoadingRequest : TObjectPtr<UIFScreenLoadAction> = None
ReturnToMainMenu() [Blueprint node]
RetryJourney(Result: EIFDialogResult)
RequestBeginJourney(ReturnValue: bool) [Blueprint node]
PauseJourney() [Blueprint node]
JourneyReady(Screen: UIFScreen*, Reason: FText)
JourneyFailed(Screen: UIFScreen*, Reason: FText)
JourneyCancelled(Screen: UIFScreen*, Reason: FText)
BeginJourney() [Blueprint node]
class ForgePilgrimageGameMode : GameModeBase
class ForgeProgressReview : Actor
Controller : TObjectPtr<AForgeExamplePlayerController> = None
Survey : TObjectPtr<UIFScreen> = None
Entry : TObjectPtr<UIFEntryWidget> = None
Model : TObjectPtr<UIFPresentationData> = None
Progress : TObjectPtr<UIFProgressWidget> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
OriginalTheme : TObjectPtr<UIFTheme> = None
class ForgeRPGCamera : Actor — Example camera, deliberately outside the UI plugin and the RTS controller.
Boom : TObjectPtr<USpringArmComponent> [Edit, Blueprint] = /Script/Engine.SpringArmComponent'/Script/ForgeExamples.Default__ForgeRPGCamera:CameraBoom
Camera : TObjectPtr<UCameraComponent> [Edit, Blueprint] = /Script/Engine.CameraComponent'/Script/ForgeExamples.Default__ForgeRPGCamera:ThirdPersonCa
FollowHeight : float [Edit, Blueprint] = 145.000000
MouseSensitivity : float [Edit, Blueprint] = 0.200000
ControllerDegreesPerSecond : float [Edit, Blueprint] = 110.000000
bInvertVertical : bool [Edit, Blueprint] = False
MinimumDistance : float [Edit, Blueprint] = 280.000000
MaximumDistance : float [Edit, Blueprint] = 700.000000
Subject : TObjectPtr<AActor> [Blueprint] = None
Zoom(Steps: float) [Blueprint node]
Orbit(YawDegrees: float, PitchDegrees: float) [Blueprint node]
class ForgeRTSReview : Actor — Opt-in development verification of saved RTS Blueprints, not a gameplay feature.
Controller : TObjectPtr<AForgeExamplePlayerController> = None
Outpost : TObjectPtr<AForgeOutpost> = None
Screen : TObjectPtr<UIFScreen> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
class ForgeSettingsAudioReview : Actor — Opt-in real mixer/Blueprint/persistence verification. Never spawned in normal example play.
Controller : TObjectPtr<AForgeExamplePlayerController> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
Root : TObjectPtr<UIFRootLayout> = None
Screen : TObjectPtr<UIFScreen> = None
CaptureSubmix : TObjectPtr<USoundSubmix> = None
class ForgeSettingsScreen : IFScreen
ScaleSlider : TObjectPtr<USlider> = None
TextSlider : TObjectPtr<USlider> = None
UISoundSlider : TObjectPtr<USlider> = None
GameSoundSlider : TObjectPtr<USlider> = None
MotionCheck : TObjectPtr<UCheckBox> = None
Status : TObjectPtr<UTextBlock> = None
GamePreviewSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_GamePreview.IF_GamePreview'
UISoundChanged(Value: float)
TextChanged(Value: float)
ScaleChanged(Value: float)
PlayGameAudio()
OpenControls()
MotionChanged(Value: bool)
GameSoundChanged(Value: float)
Defaults()
CancelChanges()
ApplyChanges()
class ForgeShippingReview : Actor — Explicit command-line example review, including Shipping. Never runs in normal play.
Controller : TObjectPtr<APlayerController> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
Main : TObjectPtr<UIFScreen> = None
HUD : TObjectPtr<UIFScreen> = None
Cards : TObjectPtr<UIFScreen> = None
Dialog : TObjectPtr<UIFScreen> = None
ActionModel : TObjectPtr<UIFPresentationData> = None
class ForgeTintReview : IFScreen
LiveTint : TObjectPtr<UIFCenterTint> = None
Countdown : TObjectPtr<UIFText> = None
Replay()
class ForgeTooltipReview : Actor — Explicit development-only fixture, separate from both plugin and playable UI.
Controller : TObjectPtr<AForgeExamplePlayerController> = None
Outpost : TObjectPtr<AForgeOutpost> = None
HUD : TObjectPtr<UIFScreen> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
ReleasedEntry : TObjectPtr<UIFEntryWidget> = None
CustomData : TObjectPtr<UIFPresentationData> = None
struct ForgeUnitOrder : None
Type : EForgeOrderType [Blueprint]
Destination : FVector [Blueprint]
Target : int32 [Blueprint]
class ForgeWorkshopWidget : IFScreen — UI-only preview. Connect resource/progress presentation to your own gameplay events.
Surface : TObjectPtr<UBorder> = None
Status : TObjectPtr<UTextBlock> = None
HealthText : TObjectPtr<UTextBlock> = None
InputStatus : TObjectPtr<UTextBlock> = None
HealthBar : TObjectPtr<UIFProgressWidget> = None
AbilityProgress : TArray
SwitchTheme()
ResetPreview()
PreviewDamage()
PreviewCooldown()
OpenMenu()
OpenDialog()
DialogCompleted(Result: EIFDialogResult)
class ForgeWorldReadout : Actor — Example placement adapter only. Rendering/data binding are public engine and InterfaceForge features.
Display : TObjectPtr<UWidgetComponent> [Edit, Blueprint] = /Script/UMG.WidgetComponent'/Script/ForgeExamples.Default__ForgeWorldReadout:WorldStatus'
EntryClass : TSubclassOf<UUserWidget> [Edit, Blueprint] = /Script/UMG.WidgetBlueprintGeneratedClass'/Game/UI/Blueprint/WBP_ForgeWorldStatus.WBP_Forg
MaximumCameraDistance : float [Edit, Blueprint] = 5000.000000
WorldOffset : FVector [Edit, Blueprint] = (X=0.000000,Y=0.000000,Z=360.000000)
CameraSideOffset : float [Edit, Blueprint] = 445.000000
AnchorLink : TObjectPtr<UStaticMeshComponent> [Edit, Blueprint] = /Script/Engine.StaticMeshComponent'/Script/ForgeExamples.Default__ForgeWorldReadout:Anchor
bShowAnchorLink : bool [Edit, Blueprint] = True
AnchorLinkOffset : FVector [Edit, Blueprint] = (X=0.000000,Y=0.000000,Z=120.000000)
AnchorLinkWidth : float [Edit, Blueprint] = 3.000000
AnchorLinkColor : FLinearColor [Edit, Blueprint] = (R=0.650000,G=0.450000,B=0.200000,A=1.000000)
LinkWidgetName : FName [Edit, Blueprint] = ProductionProgress
LinkMaterial : TObjectPtr<UMaterialInterface> = /Script/Engine.Material'/Game/Art/M_OutpostPalette.M_OutpostPalette'
LinkDynamic : TObjectPtr<UMaterialInstanceDynamic> = None
ShowReadout(Anchor: AActor*, Player: APlayerController*, Data: UObject*, ReturnValue: bool) [Blueprint node]
SetFlowVisible(bVisible: bool) [Blueprint node]
GetAnchorActor(ReturnValue: AActor*) [Blueprint node]
CreateReadout(Player: APlayerController*, Data: UObject*)
AnchorDestroyed(Actor: AActor*)
class ForgeWorldReview : Actor
Controller : TObjectPtr<AForgePilgrimageController> = None
Readouts : TArray
OriginalTheme : TObjectPtr<UIFTheme> = None
Replacement : TObjectPtr<UIFPresentationData> = None
Settings : TObjectPtr<UIFSettingsSubsystem> = None
class ForgeDocumentationLibrary : BlueprintFunctionLibrary — Editor-only documentation inspection/capture. Never included in the runtime plugin.
RunAction(Action: FString, ReturnValue: bool) [Blueprint node]
OpenBlueprint(AssetPath: FString, Graph: bool, ReturnValue: bool) [Blueprint node]
GetPlayingAnimation(Mesh: USkeletalMeshComponent*, ReturnValue: UAnimationAsset*) [Blueprint node] — Actual single-node playback; serialized AnimationData is not updated by runtime PlayAnimation.
ExportSchema(Filename: FString, ReturnValue: bool) [Blueprint node]
CaptureWidget(ClassPath: FString, Filename: FString, Width: int32, Height: int32, ReturnValue: bool) [Blueprint node]
class ForgeDocumentationSource : Object — Explicit sample values for portable optional-widget previews; no entity/gameplay implementation.
Models : TMap = ()
class ForgeExampleAuthoring : BlueprintFunctionLibrary — Editor-only authoring automation. Generated Widget Blueprints use normal public runtime APIs.
WrapLocalizedPauseIdentity(ReturnValue: bool) [Blueprint node]
ThemeScrollBoxes(Blueprint: UWidgetBlueprint*, ReturnValue: bool) [Blueprint node] — Preserve existing UMG contents/properties while opting the sample's ScrollBoxes into public theme styling.
ThemeJournalList(ReturnValue: bool) [Blueprint node] — Append the public list-theme node to the journal's ordinary screen theme event.
RefineTooltipPresentation(ReturnValue: bool) [Blueprint node] — Compact original tooltip body and public input-aware engine placements; preserves data/release graphs.
RefineSettingsAudioPresentation(ReturnValue: bool) [Blueprint node]
RefineRTSSelection(ReturnValue: bool) [Blueprint node] — Original RTS command entries consume public models; example selection rules remain outside the plugin.
RefineRTSPassiveFit(ReturnValue: bool) [Blueprint node] — Content-fit original passive RTS resource/notice/production card without changing its bindings.
RefineRPGSafeAreaContext(ReturnValue: bool) [Blueprint node]
RefineRPGPassiveReadouts(ReturnValue: bool) [Blueprint node]
RefineRPGNotificationClearance(ReturnValue: bool) [Blueprint node] — Reserve clearance for wrapped result ribbons at enlarged text size; only changes the saved context dock.
RefineRPGHeaderFit(ReturnValue: bool) [Blueprint node] — Content-sized original RPG headers, bounded by the existing responsive docks. Keeps model graphs intact.
RefineRPGAvailability(ReturnValue: bool) [Blueprint node] — Upgrade original RPG entries to public, focus-preserving availability feedback.
RefineRPGActionDock(ReturnValue: bool) [Blueprint node] — Original RPG action dock follows content at the bottom; compact cards retain bounded feedback scrolling.
RefineResponsiveHUD(ReturnValue: bool) [Blueprint node] — Reflow original HUD cards without replacing their Blueprint graphs, models or commands.
RefineResponsiveCards(ReturnValue: bool) [Blueprint node] — Reparents only the original fixed-card samples into ordinary engine fit/scroll widgets.
RefineReadoutLayoutOptions(ReturnValue: bool) [Blueprint node] — Shared readout instance option selects vertical or inline detail through ordinary Blueprint/Stack Box properties.
RefineOriginalTextWrapping(ReturnValue: bool) [Blueprint node] — Explicit original-sample upgrade: prose wraps, percentage/count values stay unbroken.
RefineOriginalMenuPresentation(ReturnValue: bool) [Blueprint node] — Original menu hierarchy: bounded identity and prose, independent action scrolling. Preserves saved graphs.
RefineNotificationDock(ReturnValue: bool) [Blueprint node]
RefineMenuHierarchy(ReturnValue: bool) [Blueprint node] — Original menu hierarchy and editable arrival motion through public button/theme/UMG features.
RefineLanguageGraphLayout(bVerifyOnly: bool, ReturnValue: bool) [Blueprint node] — Editor-only layout of the example's culture graphs; preserves values and connections.
RefineJournalEntryLifecycle(ReturnValue: bool) [Blueprint node] — Explicit journal upgrade: selection styling and public release-event cleanup for recycled rows.
RefineHUDReadouts(ReturnValue: bool) [Blueprint node] — Explicit upgrade of our readouts: compact typography, optional detail, and recycle cleanup.
RefineDialogBody(ReturnValue: bool) [Blueprint node] — Independent message scrolling keeps modal actions usable with enlarged or translated prose.
PinRPGInputPrompt(ReturnValue: bool) [Blueprint node] — Pin a minimal remap-aware key/glyph beside the RPG context reading region, keeping action height intact.
CreatePublicSettingsExample(ReturnValue: bool) [Blueprint node]
CreatePublicRPGExample(ReturnValue: bool) [Blueprint node] — Original RPG action entries and HUD use the same public model, button, theme and tint APIs.
CreatePublicMenuExamples(ReturnValue: bool) [Blueprint node]
CreatePublicHUDExample(ReturnValue: bool) [Blueprint node]
CreatePublicFeatureExamples(ReturnValue: bool) [Blueprint node] — Creates original samples if absent. Never overwrites developer-edited assets.
CreatePublicDialogExamples(ReturnValue: bool) [Blueprint node] — Original custom button and modal trees; uses only public InterfaceForge events/nodes.
CreatePublicControlsExample(ReturnValue: bool) [Blueprint node]
CreateAppliedPromptExample(ReturnValue: bool) [Blueprint node] — Saved developer-authored prompt body uses public resolution events, image/text nodes and theme tokens.
BindMenuPresentation(ReturnValue: bool) [Blueprint node] — Optional frontend labels/confirmations via normal Blueprint functions and public IFDataSource models.
BindMainMenuIdentity(ReturnValue: bool) [Blueprint node] — Make the existing original main menu consume an optional identity model, without duplicating its tree.
AddWorldEntryExample(ReturnValue: bool) [Blueprint node]
AddSurveyProgressPresentation(ReturnValue: bool) [Blueprint node] — Saved survey entry uses public Configure Progress for editable styles and appropriate sizing.
AddNotificationExample(ReturnValue: bool) [Blueprint node]
AddNavigationHintHosts(ReturnValue: bool) [Blueprint node] — Original passive description lane through public screen/entry APIs, shared by both HUDs.
AddMenuNavigationCues(ReturnValue: bool) [Blueprint node] — CommonUI action icons and actual-key fallback in the original menus' identity band.
AddMenuArrivalAnimations(ReturnValue: bool) [Blueprint node]
AddLoadingExample(ReturnValue: bool) [Blueprint node]
AddLanguageSettings(ReturnValue: bool) [Blueprint node]
AddJournalThemeChoices(ReturnValue: bool) [Blueprint node] — Explicit sample upgrade: append public Blueprint theme choices once, preserving existing graphs.
AddFieldCardsExample(ReturnValue: bool) [Blueprint node] — Original playable virtualized field cards using public entry, selection and live provider contracts.
AddExampleWorldNavigation(ReturnValue: bool) [Blueprint node] — Original main-menu travel between both standalone examples through public provider actions.
AddContextTooltips(ReturnValue: bool) [Blueprint node] — Saved custom tooltip entry and named anchors use the public entry/button contracts.
AddConcurrentBlueprintAnimationExample(ReturnValue: bool) [Blueprint node]
AddBlueprintCustomizationExamples(ReturnValue: bool) [Blueprint node] — Saved screen, entry, Blueprint-only adapter and Designer root using the public UI contracts.
AddBlueprintAnimationExample(ReturnValue: bool) [Blueprint node] — Original editable UMG arrival timeline; ordinary Blueprint activation/preference/cleanup graphs.
class ForgeProductAuthoring : BlueprintFunctionLibrary — Bounded editor authoring for the 5.8 product examples. Never modifies reference assets.
RebuildArmyHUD(ReturnValue: bool) [Blueprint node] — Explicit revision of the owned saved example UI. Does not touch reference projects.
PrepareArmyNavigation(World: UWorld*, ReturnValue: bool) [Blueprint node]
ImportOwnedReferenceArt(ContentDirectory: FString, Packages: TArray, ReturnValue: bool) [Blueprint node]
CreateTabbedSettingsSample(ReturnValue: bool) [Blueprint node] — Saved Blueprint examples composed entirely from public settings definitions, rows and tabs.
CreateSettingsProviderSample(ReturnValue: bool) [Blueprint node]
CreateRPGPresentation(ReturnValue: bool) [Blueprint node] — RPG-only third-person presentation and editable Designer UI. Preserves RTS assets.
CreateProductSamples(ReturnValue: bool) [Blueprint node] — Create original Designer-built menus, layouts and readouts; existing assets are never overwritten.
CreateIntegrationTutorial(ReturnValue: bool) [Blueprint node] — Ordinary game/controller and widget Blueprints for the independent integration walkthrough.
CreateHumanMotionPresentation(ReferenceContentDirectory: FString, ReturnValue: bool) [Blueprint node] — Copies only seven approved skeletal sequences; validates the existing local skeleton.
ConsolidatePluginContent(ReturnValue: bool) [Blueprint node] — Development migration only: use AssetTools, resave referencers and remove resolved redirectors.
BakeKnightPortrait(World: UWorld*, ViewIndex: int32, SaveAsset: bool, ReturnValue: bool) [Blueprint node]
BakeCurrentMinimap(World: UWorld*, PackagePath: FString, RebuildGenerated: bool, ReturnValue: bool) [Blueprint node] — Offline editor bake only. Reuses one saved texture; runtime maps never render a second scene.
class IFActionPrompt : UserWidget — Event-driven prompt for a registered EnhancedInput mapping. Uses CommonInput's configured controller glyphs.
MappingName : FName [Edit, Blueprint] = None
ActionLabel : FText [Edit, Blueprint] — Empty displays only the glyph or readable key, useful beside an existing context/action label.
LabelFontSize : int32 [Edit, Blueprint] = 14 — Base key-label size; the player's accessibility text scale still applies.
bWrapLabel : bool [Edit, Blueprint] = True — Disable for compact keycaps. A remapped long key remains one line inside a Designer ScaleBox.
ResolvedKey : FKey [Blueprint] = None
ResolvedGlyph : FSlateBrush [Blueprint] = (TintColor=(SpecifiedColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ColorUseRule=UseC
bHasResolvedGlyph : bool [Blueprint] = False — Whether CommonInput supplied a brush for the current applied key. Custom bodies can choose art or readable text.
PromptText : FText [Blueprint]
GlyphWidget : TObjectPtr<UImage> = None
TextWidget : TObjectPtr<UTextBlock> = None
ObservedSettings : TObjectPtr<UEnhancedInputUserSettings> = None
ThemeChanged(Theme: UIFTheme*)
SettingsChanged(Settings: UEnhancedInputUserSettings*)
SettingsApplied()
RefreshPrompt() [Blueprint node]
ProfileChanged(Profile: UEnhancedPlayerMappableKeyProfile*)
OnPromptUpdated()
InputChanged(Mode: EIFInputPresentation, Previous: EIFInputPresentation)
class IFAudioRouting : DataAsset — Configure your own engine audio classes. UI/game must be distinct siblings; avoid a parent/master class here.
Mix : TObjectPtr<USoundMix> [Edit, Blueprint] = None
UIClass : TObjectPtr<USoundClass> [Edit, Blueprint] = None
GameClass : TObjectPtr<USoundClass> [Edit, Blueprint] = None
class IFBindingEntry : UserWidget — Designer-authored row for an existing Enhanced Input mapping. Owns no input context or gameplay action.
MappingName : FName [Edit, Blueprint] = None
Label : FText [Edit, Blueprint]
Family : EIFInputPresentation [Edit, Blueprint] = Keyboard
OnBindingDraftChanged : FIFBindingDraftChanged = ()
KeySelector : TObjectPtr<UInputKeySelector> [Blueprint] = None
LabelText : TObjectPtr<UTextBlock> [Blueprint] = None
StatusText : TObjectPtr<UTextBlock> [Blueprint] = None
KeyLabelText : TObjectPtr<UTextBlock> [Blueprint] = None — Optional custom key body over the engine selector; ignores hit tests and supports controller glyphs.
KeyGlyphImage : TObjectPtr<UImage> [Blueprint] = None
SelectorStateChanged()
RestoreBindingDefault(ReturnValue: bool) [Blueprint node]
RefreshBinding() [Blueprint node]
OnBindingStaged(Success: bool, Message: FText)
KeySelected(Chord: FInputChord)
class IFButton : CommonButtonBase — CommonUI button with a useful native label and visible focus. A BP may replace its content tree/style.
Label : FText [Edit, Blueprint]
LabelAlignment : TEnumAsByte<ETextJustify::Type> [Edit, Blueprint] = Center
bOverrideContentPadding : bool [Edit, Blueprint] = False — Compact command tiles and dense tables can override padding without copying a theme.
ContentPadding : FMargin [Edit, Blueprint] = (Left=8.000000,Top=4.000000,Right=8.000000,Bottom=4.000000)
LabelFontSize : int32 [Edit, Blueprint] = 0 — Zero follows the theme. Accessibility text scaling still applies to a local size.
ThemeOverride : TObjectPtr<UIFTheme> [Edit, Blueprint] = None — Optional local theme; otherwise follows the owning local player's theme.
ButtonRole : EIFButtonRole [Edit, Blueprint] = Standard — Standard keeps the existing style. Primary highlights the main action; Quiet is a text action; Destructive uses Dan
SkinName : FName [Edit, Blueprint] = None — Optional key in Theme.ButtonStyles. None resolves Standard/Primary/Quiet/Destructive from Button Role.
UnavailableReason : FText [Blueprint]
TooltipAnchor : TObjectPtr<UIFTooltipAnchor> [Blueprint] = None — Wrap custom button content in an InterfaceForge Tooltip Anchor with this name.
LabelWidget : TObjectPtr<UTextBlock> [Blueprint] = None — Optional Designer Text Block with this name inherits label/font/color behavior.
AvailabilityWidget : TObjectPtr<UTextBlock> [Blueprint] = None — Optional Designer text displays the reason for mouse, keyboard, controller and touch alike.
FocusBorder : TObjectPtr<UBorder> [Blueprint] = None — Optional Designer Border with this name inherits the default focus surface.
ThemeChanged(Theme: UIFTheme*)
SetTooltipData(Data: UObject*) [Blueprint node] — Pass a presentation model (or your own UObject) to the optional TooltipAnchor in this tree.
SetLabel(Text: FText) [Blueprint node]
SetButtonRole(NewRole: EIFButtonRole) [Blueprint node] — Use this node for live role changes; Designer values synchronize automatically.
SetActionAvailability(Available: bool, Reason: FText) [Blueprint node] — Blocks activation while retaining navigation focus. Gameplay still validates every request.
RefreshAppearance() [Blueprint node]
PreferencesChanged(Preferences: FIFUIPreferences)
OnVisualStateChanged(State: EIFButtonVisualState)
OnAppearanceUpdated(Theme: UIFTheme*, Presentation: EIFInputPresentation, NavigationFocused: bool, Hovered: bool, Enabled: bool) — Custom Designer trees receive the same focus, hover, enabled, theme and input updates.
IsAppearanceAnimating(ReturnValue: bool) [Blueprint node]
InputChanged(Mode: EIFInputPresentation, Previous: EIFInputPresentation)
GetVisualState(ReturnValue: EIFButtonVisualState) [Blueprint node] — Current resolved state. Custom Blueprint trees can animate decorations without replacing input routing.
struct IFButtonSkin : None — Reusable CommonUI button art. Brushes support textures, materials and nine-slice margins.
Normal : FSlateBrush [Edit, Blueprint]
Emphasized : FSlateBrush [Edit, Blueprint] — Also used for keyboard/controller focus so navigation has the same visual priority.
Pressed : FSlateBrush [Edit, Blueprint]
Selected : FSlateBrush [Edit, Blueprint]
Unavailable : FSlateBrush [Edit, Blueprint]
Text : FLinearColor [Edit, Blueprint]
EmphasizedText : FLinearColor [Edit, Blueprint]
UnavailableText : FLinearColor [Edit, Blueprint]
FeedbackSeconds : float [Edit, Blueprint] — Tint/text interpolation only; does not move hit targets. Zero snaps. Reduced motion always snaps.
class IFButtonStyle : CommonButtonStyle
class IFCenterTint : Image — Center-origin interior tint; independent of ability/gameplay systems. Can also use a plain Image and the material.
RemainingFraction : float [Edit, Blueprint] = 0.000000
Tint : FLinearColor [Edit, Blueprint] = (R=1.000000,G=1.000000,B=1.000000,A=1.000000)
RemainingOpacity : float [Edit, Blueprint] = 0.750000
PassedOpacity : float [Edit, Blueprint] = 0.150000
StartAngle : float [Edit, Blueprint] = 0.000000 — Turns from the top, clockwise. 0.25 starts at the right.
bReverse : bool [Edit, Blueprint] = False
SetRemainingFraction(Fraction: float) [Blueprint node] — 1 covers the interior; 0 uses passed opacity everywhere. No backend or timer is started.
RefreshTint() [Blueprint node] — Apply Designer/property overrides to this image's own material instance.
class IFCollectionData : IFPresentationData — Observable game-agnostic list. Stable UObject identities preserve recycled entry bindings.
Items : TArray [Blueprint]
SetItems(NewItems: TArray) [Blueprint node] — Only broadcasts when membership/order changes. Nulls and duplicate objects are omitted.
class IFCommandButton : IFButton — A public convenience over IFButton: route an action to the containing screen's external data source.
ActionName : FName [Edit, Blueprint] = None
bRequestScreenBack : bool [Edit, Blueprint] = False — Back uses the containing screen's CommonUI handler; no gameplay data-source action is needed.
ModelName : FName [Edit, Blueprint] = None — Optional stable model used for label, availability and action context. None preserves the Designer label.
bUseModelLabel : bool [Edit, Blueprint] = True
PromptMappingName : FName [Edit, Blueprint] = None — Optional ActionPrompt child displays the registered mapping beside your custom Designer label.
TooltipModelName : FName [Edit, Blueprint] = None — Optional separate presentation model for a rich tooltip; useful when Detail is a short live countdown.
ActionPrompt : TObjectPtr<UIFActionPrompt> [Blueprint] = None
CommandContext : TObjectPtr<UObject> = None
CommandModel : TObjectPtr<UIFPresentationData> = None
SetCommandContext(Context: UObject*) [Blueprint node] — Route a recycled list entry's context without inventing a model name for each item.
RefreshCommandModel()
RefreshCommandBinding() [Blueprint node]
OnCommandResult(Accepted: bool)
GetCommandContext(ReturnValue: UObject*) [Blueprint node] — Effective explicit entry context or named screen model. None after cleanup.
ClearCommandBinding() [Blueprint node]
class IFDataSource : Interface
RequestUIAction(ActionName: FName, Context: UObject*, ReturnValue: bool) [Blueprint node] — Request an action. The adapter validates it; true means accepted, not necessarily completed.
GetUIModel(ModelName: FName, ReturnValue: UObject*) [Blueprint node] — Return a stable observable model, not a newly allocated snapshot on every call.
class IFDialog : IFScreen — Reusable modal. Cancel is the default focus; back reports Cancelled exactly once.
DialogData : TObjectPtr<UIFDialogData> = None
TitleWidget : TObjectPtr<UTextBlock> = None
MessageWidget : TObjectPtr<UTextBlock> = None
ConfirmButton : TObjectPtr<UIFButton> = None
CancelButton : TObjectPtr<UIFButton> = None
Surface : TObjectPtr<UBorder> = None
HeaderSurface : TObjectPtr<UBorder> = None
Reply(Result: EIFDialogResult) [Blueprint node] — Use from custom Blueprint buttons. Completes exactly once, including a Back cancellation.
GetDialogData(ReturnValue: UIFDialogData*) [Blueprint node]
Confirm()
Cancel()
class IFDialogData : Object
Title : FText [Edit, Blueprint]
Message : FText [Edit, Blueprint]
ConfirmLabel : FText [Edit, Blueprint] = NSLOCTEXT("InterfaceForge", "Confirm", "Confirm")
CancelLabel : FText [Edit, Blueprint] = NSLOCTEXT("InterfaceForge", "Cancel", "Cancel")
bDestructiveAction : bool [Edit, Blueprint] = False — Presentation only. The caller still owns validation and the confirmed action.
OnCompleted : FIFDialogCompleted = ()
class IFEntry : Interface
SetEntrySelected(bSelected: bool) [Blueprint node]
ReleaseEntry() [Blueprint node]
RefreshEntry() [Blueprint node]
InitializeEntry(Data: UObject*) [Blueprint node]
class IFEntryWidget : UserWidget — Optional convenience base: wires native virtualized-list lifecycle and model updates to Blueprint events.
EntryData : TObjectPtr<UObject> [Blueprint] = None
bEntrySelected : bool [Blueprint] = False
OnEntrySelectionChanged(bSelected: bool)
OnEntryReleased() — Cleanup once for each initialized context, including None data. Called before reuse; EntryData is still available.
OnEntryRefreshed()
OnEntryInitialized(Data: UObject*)
HandleDataChanged()
class IFHUDLayout : UserWidget — Passive HUD composition. Put inside a Safe Zone; CommonUI screens retain input-routing ownership.
Profile : TObjectPtr<UIFHUDLayoutProfile> [Edit, Blueprint] = None
RegionCanvas : TObjectPtr<UCanvasPanel> = None
RegionWidgets : TMap = ()
RegionHosts : TMap = ()
Overrides : TMap = ()
SetRegionWidget(Region: FName, Widget: UWidget*, ReturnValue: bool) [Blueprint node] — Attach a developer-created widget to a named region. Missing names return false with a diagnostic.
SetLayoutProfile(NewProfile: UIFHUDLayoutProfile*, ReturnValue: bool) [Blueprint node]
ResetRegionOverrides() [Blueprint node]
RefreshLayout() [Blueprint node]
OverrideRegion(Region: FIFHUDRegion, ReturnValue: bool) [Blueprint node] — Session override; persist your game's chosen layout through its normal save/settings system.
OnLayoutApplied(Compact: bool)
GetRegionWidget(Region: FName, ReturnValue: UWidget*) [Blueprint node]
class IFHUDLayoutProfile : DataAsset — Share composition without sharing widget trees. Example gameplay and widget classes do not live here.
Regions : TArray [Edit, Blueprint]
CompactBelowWidth : float [Edit, Blueprint] = 1440.000000
CompactScale : float [Edit, Blueprint] = 0.800000
MinimumCanvasSize : FVector2D [Edit, Blueprint] = (X=0.000000,Y=0.000000) — Optional total composition footprint in Slate units. Caps scale to keep essential regions on screen.
struct IFHUDRegion : None — Content-sized HUD region. Anchor is normalized; size and inset use DPI-aware Slate units.
Name : FName [Edit, Blueprint]
Anchor : FVector2D [Edit, Blueprint]
Alignment : FVector2D [Edit, Blueprint]
Offset : FVector2D [Edit, Blueprint]
Size : FVector2D [Edit, Blueprint]
bAutoHeight : bool [Edit, Blueprint] — Runtime content height at the authored width. Size.Y remains the Designer preview estimate.
bAutoWidth : bool [Edit, Blueprint] — With Auto Height, also use intrinsic content width. Useful for compact action strips that grow with text.
ZOrder : int32 [Edit, Blueprint]
bHideWhenCompact : bool [Edit, Blueprint] — Decorative/optional regions may be hidden in the compact viewport. Essential controls must remain.
class IFInputPresentationSubsystem : LocalPlayerSubsystem — One non-consuming observer per local player. CommonUI still routes all actions/navigation.
OnInputPresentationChanged : FIFInputPresentationChanged = ()
MouseIntentPixels : float [Edit, Blueprint] = 6.000000 — Net mouse travel in screen pixels within MouseIntentWindowSeconds; tiny jitter cannot accumulate forever.
MouseIntentWindowSeconds : float [Edit, Blueprint] = 0.200000
AnalogIntentThreshold : float [Edit, Blueprint] = 0.400000 — An axis must cross this threshold after returning below AnalogReleaseThreshold.
AnalogReleaseThreshold : float [Edit, Blueprint] = 0.200000
CommonInput : TObjectPtr<UCommonInputSubsystem> = None
SetObservationEnabled(bEnabled: bool) [Blueprint node] — Enable while this player's interface exists; disabling releases only our CommonInput lock.
IgnoreNextPointerMove() [Blueprint node] — Call before your own cursor warp. Engine synthetic accept is recognized automatically.
GetInputPresentation(ReturnValue: EIFInputPresentation) [Blueprint node]
class IFKeySelector : InputKeySelector — Unreal's normal key selector with semantic theme/text-size presentation. Mapping rules stay separate.
ThemeOverride : TObjectPtr<UIFTheme> [Edit, Blueprint] = None
ResolvedButtonStyle : FButtonStyle = (Normal=(TintColor=(SpecifiedColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ColorUseR — UE5.6's selector setters pass the supplied style address to Slate. Keep it alive through paint.
ResolvedTextStyle : FTextBlockStyle = (Font=(FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=Fa
ThemeChanged(Theme: UIFTheme*)
RefreshAppearance() [Blueprint node]
PreferencesChanged(Preferences: FIFUIPreferences)
class IFLoadingScreen : IFScreen — Blueprint designer replacement: optional named controls retain progress/Cancel/CommonUI Back. A completely custom b
LoadingTitle : TObjectPtr<UTextBlock> [Blueprint] = None
LoadingDetail : TObjectPtr<UTextBlock> [Blueprint] = None
LoadingProgress : TObjectPtr<UIFProgressWidget> [Blueprint] = None
CancelButton : TObjectPtr<UIFButton> [Blueprint] = None
Request : TObjectPtr<UIFScreenLoadAction> = None
OnLoadingUpdated()
GetLoadingRequest(ReturnValue: UIFScreenLoadAction*) [Blueprint node]
CancelLoading() [Blueprint node]
class IFLocalPlayerSubsystem : LocalPlayerSubsystem — Each local player owns its UI and theme. Dedicated servers never create a layout.
OnThemeChanged : FIFThemeChanged = ()
Root : TObjectPtr<UIFRootLayout> = None
CurrentTheme : TObjectPtr<UIFTheme> = None
SetTheme(Theme: UIFTheme*) [Blueprint node]
RemoveRoot() [Blueprint node]
GetTheme(ReturnValue: UIFTheme*) [Blueprint node]
GetRoot(ReturnValue: UIFRootLayout*) [Blueprint node]
CreateRoot(RootClass: TSubclassOf<UIFRootLayout>, ReturnValue: UIFRootLayout*) [Blueprint node]
class IFMapData : IFPresentationData — Presentation only. Your adapter owns world bounds, discovery, factions and map-to-world conversion.
Markers : TArray [Edit, Blueprint] — Normalized coordinates, 0..1. Update a batch then call Notify Data Changed once.
ViewCorners : TArray [Edit, Blueprint] — Optional normalized camera/region footprint. Your adapter supplies world projection.
RequestedLocation : FVector2D [Blueprint] = (X=0.500000,Y=0.500000)
struct IFMapMarker : None
Id : FName [Edit, Blueprint]
Location : FVector2D [Edit, Blueprint]
Color : FLinearColor [Edit, Blueprint]
Radius : float [Edit, Blueprint]
bSelected : bool [Edit, Blueprint]
class IFMapView : Widget — Lightweight map; optional baked background, observable markers and one routing action. No SceneCapture tick.
DesiredSize : FVector2D [Edit, Blueprint] = (X=220.000000,Y=220.000000)
Background : FSlateBrush [Edit, Blueprint] = (TintColor=(SpecifiedColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ColorUseRule=UseC
BackgroundColor : FLinearColor [Edit, Blueprint] = (R=0.018000,G=0.030000,B=0.029000,A=0.980000)
ModelName : FName [Edit, Blueprint] = Minimap
LocationAction : FName [Edit, Blueprint] = None — Optional external action name. None only broadcasts On Location Pressed.
AlternateLocationAction : FName [Edit, Blueprint] = None — Optional secondary pointer action, for example right-click order versus primary camera recenter.
OnLocationPressed : FIFMapPressed = ()
OnAlternateLocationPressed : FIFMapPressed = ()
MapData : TObjectPtr<UIFMapData> = None
SetMapData(Data: UIFMapData*) [Blueprint node]
RefreshScreenBinding() [Blueprint node]
RefreshMap() [Blueprint node]
PressLocation(NormalizedLocation: FVector2D, Alternate: bool) [Blueprint node]
class IFNavigationInputData : CommonUIInputData — Optional quick-start defaults: Enter / bottom face button accept; Escape / right face button back. Select this clas
GetNavigationActionKey(Widget: UUserWidget*, Action: FDataTableRowHandle, ReturnValue: FKey) [Blueprint node] — Resolve this row for the widget's owning local player. Does not bind or execute the action.
GetDefaultBackAction(ReturnValue: FDataTableRowHandle) [Blueprint node]
GetDefaultAcceptAction(ReturnValue: FDataTableRowHandle) [Blueprint node] — Current project CommonInput defaults, including a developer's replacement Input Data class.
class IFNotificationLayer : UserWidget — One passive entry at a time. Replace its content through IFEntry, not a gameplay-specific widget base.
NotificationEntryClass : TSubclassOf<UUserWidget> [Edit, Blueprint] = /Script/CoreUObject.Class'/Script/InterfaceForge.IFTooltipCard'
PreferredWidth : float [Edit, Blueprint] = 320.000000
Dock : FVector2D [Edit, Blueprint] = (X=0.500000,Y=0.250000) — Normalized anchor within the root's safe area. The native layer is top-centered by default.
EntryHost : TObjectPtr<UContentWidget> = None
NoticeBounds : TObjectPtr<USizeBox> = None
CurrentEntry : TObjectPtr<UUserWidget> = None
RegisterEntryHost(Host: UContentWidget*) [Blueprint node] — For a custom Designer tree, register a Content Widget that will receive the passive entry.
GetCurrentEntry(ReturnValue: UUserWidget*) [Blueprint node]
class IFNotificationSubsystem : LocalPlayerSubsystem — A bounded local-player queue, driven by the public root's UI tick, including during world pause.
MaximumQueued : int32 [Edit, Blueprint] = 8 — Capacity includes the visible message. On overflow, preserve it and discard the oldest pending one.
OnNotificationEnded : FIFNotificationEnded = ()
Queue : TArray
SetQueueCapacity(Capacity: int32) [Blueprint node]
RegisterNotificationLayer(Presenter: UIFNotificationLayer*, ReturnValue: bool) [Blueprint node] — A custom IFRootLayout places this layer above menus/HUDs and below its modal stack.
RefreshNotificationPresentation() [Blueprint node] — Rebuild the visible entry after changing its class or host; preserve the GUID and reading time.
PostNotificationData(Data: UObject*, Duration: float, Key: FName, Scope: UObject*, EntryClass: TSubclassOf<UUserWidget>, ReturnValue: FGuid) [Blueprint node] — Custom data/entry variant. Reposting the same Key + Scope replaces data and resets reading time.
PostNotification(Title: FText, Message: FText, Duration: float, Key: FName, Scope: UObject*, EntryClass: TSubclassOf<UUserWidget>, ReturnValue: FGuid) [Blueprint node] — Post a short result. A nonempty Key + matching Scope updates its existing message in place.
HasNotificationPresenter(ReturnValue: bool) [Blueprint node] — True when a player-owned result presenter is registered. Queued results need not block hints without a presenter.
GetRemainingSeconds(NotificationId: FGuid, ReturnValue: float) [Blueprint node]
GetNotificationLayer(ReturnValue: UIFNotificationLayer*) [Blueprint node]
GetNotificationData(NotificationId: FGuid, ReturnValue: UObject*) [Blueprint node]
GetNotificationCount(ReturnValue: int32) [Blueprint node]
GetActiveNotificationId(ReturnValue: FGuid) [Blueprint node]
DismissScope(Scope: UObject*, ReturnValue: int32) [Blueprint node]
DismissNotification(NotificationId: FGuid, ReturnValue: bool) [Blueprint node]
ClearNotifications() [Blueprint node] — Finishes this player's messages. Posts from ended callbacks are rejected during this operation.
class IFPresentationData : Object — Optional generic view model. You may instead pass your own UObject to the entry contract.
StableKey : FName [Edit, Blueprint] = None
Title : FText [Edit, Blueprint]
Detail : FText [Edit, Blueprint]
Quantity : int32 [Edit, Blueprint] = 0
Fraction : float [Edit, Blueprint] = 0.000000
AccentColor : FLinearColor [Edit, Blueprint] = (R=1.000000,G=1.000000,B=1.000000,A=1.000000) — Optional semantic accent for a readout that opts in (ally/hostile, warning, project-defined state).
Icon : TSoftObjectPtr<UTexture2D> [Edit, Blueprint] = None
bEnabled : bool [Edit, Blueprint] = True
UnavailableReason : FText [Edit, Blueprint] — Explain an unavailable action without forcing the player to click it. Empty when available.
OnDataChanged : FIFDataChanged = ()
OnFractionChanged : FIFFractionChanged = () — Lightweight progress channel: animate a fraction without rebinding labels/icons or rebuilding lists.
SetFraction(NewFraction: float) [Blueprint node]
NotifyDataChanged() [Blueprint node] — Call once after a group of Blueprint property edits. Entries update without rebuilding the list.
class IFProgressWidget : Widget — Original procedural progress rendering. Square style measures real perimeter distance, not angle.
Style : EIFProgressStyle [Edit, Blueprint] = SquarePerimeter
Fraction : float [Edit, Blueprint] = 0.000000
FillColor : FLinearColor [Edit, Blueprint] = (R=0.200000,G=0.800000,B=0.650000,A=1.000000)
TrackColor : FLinearColor [Edit, Blueprint] = (R=0.080000,G=0.120000,B=0.170000,A=1.000000)
bUseLinearBrushes : bool [Edit, Blueprint] = False — Linear mode only: draw your artwork at full size and clip the fill to its fraction. No stretched end caps. Other pr
LinearFillBrush : FSlateBrush [Edit, Blueprint] = (TintColor=(SpecifiedColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ColorUseRule=UseC
LinearTrackBrush : FSlateBrush [Edit, Blueprint] = (TintColor=(SpecifiedColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ColorUseRule=UseC
LinearFillStyle : FName [Edit, Blueprint] = None — Optional keys in the active theme's Surface Styles. None retains the local brush.
LinearTrackStyle : FName [Edit, Blueprint] = None
bUseThemeColors : bool [Edit, Blueprint] = False — Use the project's Accent/Outline tokens. Disable to use custom Fill/Track colors.
ThemeOverride : TObjectPtr<UIFTheme> [Edit, Blueprint] = None
Thickness : float [Edit, Blueprint] = 6.000000
bReverse : bool [Edit, Blueprint] = False
StartOffset : float [Edit, Blueprint] = 0.000000 — Normalized position along the perimeter; zero starts at the top-left for square, top for radial.
Segments : int32 [Edit, Blueprint] = 8
DesiredSize : FVector2D [Edit, Blueprint] = (X=128.000000,Y=128.000000)
ResolvedLinearFill : FSlateBrush = (TintColor=(SpecifiedColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ColorUseRule=UseC
ResolvedLinearTrack : FSlateBrush = (TintColor=(SpecifiedColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ColorUseRule=UseC
ThemeChanged(Theme: UIFTheme*)
StartCooldown(DurationSeconds: float) [Blueprint node] — Uses an absolute game-time end, so repaint frequency cannot accumulate timer drift. Zero duration completes.
SetLinearBrushes(Fill: FSlateBrush, Track: FSlateBrush) [Blueprint node]
SetFraction(Value: float) [Blueprint node]
RefreshAppearance() [Blueprint node]
GetRemainingSeconds(ReturnValue: float) [Blueprint node]
GetDisplayedFraction(ReturnValue: float) [Blueprint node]
GetDisplayedCharges(ReturnValue: int32) [Blueprint node] — Whole filled cells, rounded down with a small floating-point tolerance. This displays counts; it owns no gameplay c
ConfigureProgress(NewStyle: EIFProgressStyle, NewDesiredSize: FVector2D, NewSegments: int32, bReversed: bool, NewStartOffset: float, ReturnValue: bool) [Blueprint node] — Change presentation without replacing the widget or restarting its clock. Invalid style/size/origin leaves it uncha
ClearCooldown() [Blueprint node]
struct IFQueuedNotification : None — Internal queue state. Scope is weak; a notification never keeps a gameplay owner alive.
Id : FGuid
Data : TObjectPtr<UObject>
Scope : TWeakObjectPtr<UObject>
bScoped : bool
Key : FName
EntryClass : TSubclassOf<UUserWidget>
Remaining : float
Age : float
class IFReadoutEntry : IFEntryWidget — Optional binding convenience. Build the entire Designer tree yourself; use any subset of these names.
ModelName : FName [Edit, Blueprint] = None — Optional automatic screen binding. None leaves initialization to your Blueprint graph.
bShowFractionPercent : bool [Edit, Blueprint] = False
bShowQuantity : bool [Edit, Blueprint] = False
bDetailOnlyWhenFractionActive : bool [Edit, Blueprint] = False
bHideWhenUnavailable : bool [Edit, Blueprint] = False — Useful for contextual/defeat panels; keeps the model subscription while collapsed.
UnavailableIconOpacity : float [Edit, Blueprint] = 0.500000
IconUVMin : FVector2D [Edit, Blueprint] = (X=0.000000,Y=0.000000) — UV rectangle for an optional texture atlas. Full texture by default.
IconUVMax : FVector2D [Edit, Blueprint] = (X=1.000000,Y=1.000000)
EntryActionName : FName [Edit, Blueprint] = None — Optional EntryCommand action; None routes Model Name.
TooltipModelName : FName [Edit, Blueprint] = None
SecondaryModelName : FName [Edit, Blueprint] = None — Optional nested SecondaryEntry binding, for a compact resource row or another related readout.
MappingName : FName [Edit, Blueprint] = None — Registered Enhanced Input mapping; an optional ActionPrompt child displays its applied key/glyph.
bOverrideFractionColors : bool [Edit, Blueprint] = False
bUseModelAccent : bool [Edit, Blueprint] = False
FractionColor : FLinearColor [Edit, Blueprint] = (R=0.130000,G=0.620000,B=0.420000,A=1.000000)
FractionTrackColor : FLinearColor [Edit, Blueprint] = (R=0.025000,G=0.045000,B=0.040000,A=1.000000)
TitleText : TObjectPtr<UTextBlock> [Blueprint] = None
DetailText : TObjectPtr<UTextBlock> [Blueprint] = None
ValueText : TObjectPtr<UTextBlock> [Blueprint] = None
IconImage : TObjectPtr<UImage> [Blueprint] = None
FractionBar : TObjectPtr<UIFProgressWidget> [Blueprint] = None
CooldownTint : TObjectPtr<UIFCenterTint> [Blueprint] = None
EntryCommand : TObjectPtr<UIFCommandButton> [Blueprint] = None
ActionPrompt : TObjectPtr<UIFActionPrompt> [Blueprint] = None
SecondaryEntry : TObjectPtr<UIFReadoutEntry> [Blueprint] = None
ItemList : TObjectPtr<UListView> [Blueprint] = None — Optional engine ListView/TileView. Collection data supplies items; entry class remains Designer editable.
RefreshScreenBinding() [Blueprint node]
RefreshFraction(Fraction: float)
class IFRemappingScreen : IFScreen — Optional transaction owner. Use your own screen with IFRemappingSubsystem instead if desired.
bOwnsBindingSession : bool [Blueprint] = False
ApplyChoice : TObjectPtr<UIFButton> [Blueprint] = None
CancelChoice : TObjectPtr<UIFButton> [Blueprint] = None
DefaultsChoice : TObjectPtr<UIFButton> [Blueprint] = None
RemapStatus : TObjectPtr<UTextBlock> [Blueprint] = None
RestoreBindingDefaults() [Blueprint node]
CancelBindings() [Blueprint node]
ApplyBindings(ReturnValue: bool) [Blueprint node]
class IFRemappingSubsystem : LocalPlayerSubsystem — Stages existing EnhancedInput mappings without changing gameplay until Apply. No parallel key file.
bRejectConflictingKeys : bool [Edit, Blueprint] = True
ReservedKeys : TArray [Edit, Blueprint] = (Escape,Enter,Gamepad_FaceButton_Bottom,Gamepad_FaceButton_Right) — Keep a way out of a menu. Configure separately from CommonUI Input Data to match your project.
Pending : TArray
ValidatePending(FailureReason: FText, ReturnValue: bool) [Blueprint node] — Preflight staged mappings without applying or saving them. Used by shared settings menus.
StageRegisteredKey(MappingName: FName, Family: EIFInputPresentation, Key: FKey, FailureReason: FText, ReturnValue: bool) [Blueprint node] — Simple first-slot workflow; resolves the registered hardware identity rather than guessing it.
StageRegisteredDefault(MappingName: FName, Family: EIFInputPresentation, FailureReason: FText, ReturnValue: bool) [Blueprint node]
StageKeyMapping(Mapping: FMapPlayerKeyArgs, FailureReason: FText, ReturnValue: bool) [Blueprint node]
StageDefault(Mapping: FMapPlayerKeyArgs, FailureReason: FText, ReturnValue: bool) [Blueprint node]
IsEditing(ReturnValue: bool) [Blueprint node]
HasPendingChanges(ReturnValue: bool) [Blueprint node]
GetRegisteredPreviewKey(MappingName: FName, Family: EIFInputPresentation, ReturnValue: FKey) [Blueprint node] — First registered slot for this family, including staged changes. Invalid key if unavailable.
GetRegisteredMapping(MappingName: FName, Family: EIFInputPresentation, Mapping: FMapPlayerKeyArgs, ReturnValue: bool) [Blueprint node] — Resolve the first registered slot for this family, retaining its actual hardware ID. Never guess that ID.
GetPreviewKey(Mapping: FMapPlayerKeyArgs, ReturnValue: FKey) [Blueprint node] — Returns a staged key if present, otherwise the current engine mapping. Invalid if no mapping exists.
Cancel() [Blueprint node]
BeginEdit(FailureReason: FText, ReturnValue: bool) [Blueprint node]
Apply(FailureReason: FText, ReturnValue: bool) [Blueprint node]
class IFRootLayout : CommonUserWidget — May be replaced by a Widget Blueprint that registers its own CommonUI stacks.
DefaultDialogClass : TSubclassOf<UIFDialog> [Edit, Blueprint] = /Script/CoreUObject.Class'/Script/InterfaceForge.IFDialog' — Project-wide dialog appearance. Any IFDialog Blueprint keeps exactly-once replies and Back.
DefaultLoadingClass : TSubclassOf<UIFLoadingScreen> [Edit, Blueprint] = None — Replace loading appearance in Blueprint. A native themed body is the fallback.
DefaultNotificationEntryClass : TSubclassOf<UUserWidget> [Edit, Blueprint] = /Script/CoreUObject.Class'/Script/InterfaceForge.IFTooltipCard' — Any IFEntry Blueprint can replace the passive notification body.
NotificationDock : FVector2D [Edit, Blueprint] = (X=0.500000,Y=0.150000)
NotificationWidth : float [Edit, Blueprint] = 320.000000
Notifications : TObjectPtr<UIFNotificationLayer> = None
PendingScreenLoad : TObjectPtr<UIFScreenLoadAction> = None
Layers : TMap = ()
RemoveScreen(Screen: UIFScreen*, ReturnValue: bool) [Blueprint node] — Remove exactly this screen; preserve unrelated dialogs/history in its stack.
RegisterNotificationLayer(Presenter: UIFNotificationLayer*, ReturnValue: bool) [Blueprint node] — Register a Designer notification presenter. The root owns its registration and cleanup. None clears it.
RegisterLayer(Layer: EIFLayer, Stack: UCommonActivatableWidgetStack*) [Blueprint node]
PushScreen(Layer: EIFLayer, ScreenClass: TSubclassOf<UIFScreen>, Data: UObject*, ReturnValue: UIFScreen*) [Blueprint node]
PushDialog(Data: UIFDialogData*, ReturnValue: UIFDialog*) [Blueprint node]
GoBack(ReturnValue: bool) [Blueprint node]
GetTopScreen(ReturnValue: UIFScreen*) [Blueprint node]
GetPendingScreenLoad(ReturnValue: UIFScreenLoadAction*) [Blueprint node]
GetActiveScreen(Layer: EIFLayer, ReturnValue: UIFScreen*) [Blueprint node]
ClearLayer(Layer: EIFLayer) [Blueprint node] — End a flow, e.g. leaving gameplay. Deactivates/removes all screens in this layer.
ApplyTheme(Theme: UIFTheme*)
ApplyPreferences(Preferences: FIFUIPreferences)
class IFScreen : CommonActivatableWidget
InputPolicy : EIFInputPolicy [Edit, Blueprint] = Menu
GameAndUIMouseCapture : EMouseCaptureMode [Edit, Blueprint] = CaptureDuringMouseDown — Mixed HUDs need temporary capture to receive world mouse presses in FSceneViewport. Cursor stays visible.
bContainNavigation : bool [Edit, Blueprint] = True — Stop unhandled directional/Tab navigation at a menu/modal boundary. Child widgets retain their own explicit/wrap ru
InitialFocus : TObjectPtr<UWidget> [Edit, Blueprint] = None
InitialFocusName : FName [Edit, Blueprint] = None — Designer widget name or nested path (HUDLayout/Pause). Direct Initial Focus takes priority.
FallbackFocusName : FName [Edit, Blueprint] = None
Shortcuts : TArray [Edit, Blueprint] — Optional top-screen shortcuts. Uses applied engine bindings; no parallel key file or global input handler.
bShortcutsEnabled : bool [Edit, Blueprint] = True — Disable while a custom text/chat editor owns focus, or present that editor on another screen.
GameplayAnalogKeys : TArray [Edit, Blueprint] — Axes reserved for gameplay on this top Game And UI HUD. They bypass widget navigation. Leave empty on menus or scre
GameplayKeyMappings : TArray [Edit, Blueprint] — Applied keyboard mappings reserved for gameplay on this top mixed HUD (movement, groups, commands). Menus/modals an
bShowKeyboardNavigationFocus : bool [Edit, Blueprint] = True — HUD hotkeys can change keyboard glyphs without selecting a button or opening a navigation tooltip.
BackActionName : FName [Edit, Blueprint] = None — Optional adapter action for Back (for example Pause or Resume). None uses CommonUI's default Back behavior.
ScreenData : TObjectPtr<UObject> [Blueprint] = None
bShowPointerCursor : bool [Edit, Blueprint] = True
LastNavigationFocus : TObjectPtr<UWidget> = None
UnregisterNavigationHintHost() [Blueprint node]
RequestUIAction(ActionName: FName, Context: UObject*, ReturnValue: bool) [Blueprint node] — Ask the screen's adapter; it owns validation and execution. False also covers a missing source.
RequestBack() [Blueprint node] — Uses the same back handler as CommonUI, including Blueprint overrides and cancel behavior.
RegisterNavigationHintHost(Host: UContentWidget*, EntryClass: TSubclassOf<UUserWidget>, YieldToNotifications: bool, ReturnValue: bool) [Blueprint node] — Optional empty Designer container for passive keyboard/controller descriptions.
RefreshInputPresentation() [Blueprint node]
OnThemeUpdated(Theme: UIFTheme*)
OnPreferencesUpdated(Preferences: FIFUIPreferences)
OnInputPresentationUpdated(Presentation: EIFInputPresentation) — Runs for all screens, including HUD behind a modal. Focus is managed only by the top screen.
InitializeScreen(Data: UObject*) — Called before a pooled screen is pushed/activated; reset all context-specific state here.
HandleInputPresentation(Presentation: EIFInputPresentation, Previous: EIFInputPresentation)
GetUIModel(ModelName: FName, ReturnValue: UObject*) [Blueprint node] — Resolve a named model from this screen's data source. Missing source/model returns None.
GetRootLayout(ReturnValue: UIFRootLayout*) [Blueprint node] — The owning player's root. Returns None until a root is created; never crosses players.
class IFScreenLoadAction : BlueprintAsyncActionBase — Engine soft-class loading with local-player ownership. Cancel prevents late screen pushes; it does not undo unrelat
Ready : FIFScreenLoadCompleted = ()
Failed : FIFScreenLoadCompleted = ()
Cancelled : FIFScreenLoadCompleted = ()
OnLoadingUpdated : FIFScreenLoadUpdated = ()
TargetClass : TSoftClassPtr<UIFScreen> = None
ScreenData : TObjectPtr<UObject> = None
PushScreenAsync(Root: UIFRootLayout*, Layer: EIFLayer, ScreenClass: TSoftClassPtr<UIFScreen> , Data: UObject*, Title: FText, Scope: UObject*, ReturnValue: UIFScreenLoadAction*) [Blueprint node]
GetLoadState(ReturnValue: EIFScreenLoadState) [Blueprint node]
GetLoadProgress(ReturnValue: float) [Blueprint node]
GetLoadingTitle(ReturnValue: FText) [Blueprint node]
GetLoadingScreen(ReturnValue: UIFLoadingScreen*) [Blueprint node]
GetLoadingDetail(ReturnValue: FText) [Blueprint node]
CancelLoading() [Blueprint node]
struct IFScreenShortcut : None — A HUD command whose applied Enhanced Input key must win over widget navigation (for example Tab targeting).
MappingName : FName [Edit, Blueprint]
ActionName : FName [Edit, Blueprint]
class IFScrollBox : ScrollBox — Ordinary UMG scrolling with automatic local-player theme styling. Children and navigation remain UMG-owned.
ThemeOverride : TObjectPtr<UIFTheme> [Edit, Blueprint] = None
ThemeChanged(Theme: UIFTheme*)
RefreshAppearance() [Blueprint node] — Reapply after changing a local override. Global Set Theme updates automatically.
ApplyThemeToScrollBox(ScrollBox: UScrollBox*, Theme: UIFTheme*) [Blueprint node] — Apply theme colors and thickness to any standard ScrollBox. Call again after an intentional theme change.
ApplyThemeToListView(ListView: UListView*, Theme: UIFTheme*, ReturnValue: bool) [Blueprint node] — Styles a standard List/Tile/Tree View's scrollbar without rebuilding entries. Call from Construct and On Theme Upda
class IFSelectionData : IFPresentationData — Presentation snapshot only. Your game supplies projection and selection; no actor/entity scanning.
Markers : TArray [Edit, Blueprint]
bMarqueeVisible : bool [Edit, Blueprint] = False
MarqueeStart : FVector2D [Edit, Blueprint] = (X=0.000000,Y=0.000000)
MarqueeEnd : FVector2D [Edit, Blueprint] = (X=0.000000,Y=0.000000)
struct IFSelectionMarker : None — Projected ellipse. Center and axes are normalized to the game viewport, independent of DPI/UI scale.
Center : FVector2D [Edit, Blueprint]
AxisX : FVector2D [Edit, Blueprint]
AxisY : FVector2D [Edit, Blueprint]
Color : FLinearColor [Edit, Blueprint]
bOrderDestination : bool [Edit, Blueprint]
class IFSelectionOverlay : Widget — Passive full-viewport overlay. Add outside scaled HUD regions; never captures input or owns focus.
ModelName : FName [Edit, Blueprint] = SelectionOverlay
MarqueeColor : FLinearColor [Edit, Blueprint] = (R=0.260000,G=0.760000,B=0.640000,A=1.000000)
LineThickness : float [Edit, Blueprint] = 1.500000
SelectionData : TObjectPtr<UIFSelectionData> = None
SetSelectionData(Data: UIFSelectionData*) [Blueprint node]
RefreshSelection() [Blueprint node]
RefreshScreenBinding() [Blueprint node]
class IFSettingChoiceLabel : UserWidget — Internal popup label. SObjectWidget retains this owner while Slate uses its text/style.
LabelText : TObjectPtr<UIFText> = None
Caption : FText
class IFSettingDefinition : DataAsset — Create this Data Asset once, then choose it on any Blueprint row. Presentation is independent.
SettingId : FName [Edit, Blueprint] = None
PageId : FName [Edit, Blueprint] = Interface
Label : FText [Edit, Blueprint]
Help : FText [Edit, Blueprint]
Control : EIFSettingControl [Edit, Blueprint] = Slider
Binding : EIFSettingBinding [Edit, Blueprint] = UIScale
Minimum : float [Edit, Blueprint] = 0.750000
Maximum : float [Edit, Blueprint] = 1.500000
Step : float [Edit, Blueprint] = 0.010000
DefaultValue : float [Edit, Blueprint] = 1.000000
DisplayMultiplier : float [Edit, Blueprint] = 1.000000 — Display only: keep stored values in their native engine units.
ValueSuffix : FText [Edit, Blueprint]
FractionalDigits : int32 [Edit, Blueprint] = 2
Options : TArray [Edit, Blueprint]
bPreview : bool [Edit, Blueprint] = True
bEnabled : bool [Edit, Blueprint] = True
UnavailableReason : FText [Edit, Blueprint]
ProviderClass : TSubclassOf<UIFSettingProvider> [Edit, Blueprint] = None
struct IFSettingOption : None — One option in a localized choice row. Values remain stable when labels are translated.
Label : FText [Edit, Blueprint]
Value : float [Edit, Blueprint]
class IFSettingProvider : Object — Project-specific settings implement this in Blueprint. The menu owns drafts, not this provider. Preview is reversib
ValidateValue(Player: APlayerController*, SettingId: FName, Value: float, Failure: FText, ReturnValue: bool) [Blueprint node]
RestoreValue(Player: APlayerController*, SettingId: FName, OriginalValue: float, Failure: FText, ReturnValue: bool) [Blueprint node]
ReadValue(Player: APlayerController*, SettingId: FName, Value: float, Failure: FText, ReturnValue: bool) [Blueprint node] — Read the game's persisted value; also useful after Create Root during Blueprint startup.
PreviewValue(Player: APlayerController*, SettingId: FName, Value: float, Failure: FText, ReturnValue: bool) [Blueprint node] — Present an existing saved value at startup, or a reversible settings preview.
CommitValue(Player: APlayerController*, SettingId: FName, Value: float, Failure: FText, ReturnValue: bool) [Blueprint node]
class IFSettingRow : UserWidget — Build the visual in Designer. Name only the controls you need; no copied setting logic.
Definition : TObjectPtr<UIFSettingDefinition> [Edit, Blueprint] = None
Session : TObjectPtr<UIFSettingsSession> [Blueprint] = None
bFollowThemeColors : bool [Edit, Blueprint] = True — Disable to retain explicitly authored Slider/Combo styles and option generation.
LabelText : TObjectPtr<UTextBlock> [Blueprint] = None
HelpText : TObjectPtr<UTextBlock> [Blueprint] = None
ValueText : TObjectPtr<UTextBlock> [Blueprint] = None
StatusText : TObjectPtr<UTextBlock> [Blueprint] = None
ValueSlider : TObjectPtr<USlider> [Blueprint] = None
ValueToggle : TObjectPtr<UCheckBox> [Blueprint] = None
ValueToggleButton : TObjectPtr<UIFButton> [Blueprint] = None — Optional themed alternative to a checkbox; ordinary IFButton sizing/focus/input applies.
ValueChoice : TObjectPtr<UComboBoxString> [Blueprint] = None
ToggleChanged(Value: bool)
ThemeChanged(Theme: UIFTheme*)
SubmitSettingValue(Value: float, ReturnValue: bool) [Blueprint node] — Custom controls call this instead of touching any engine subsystem directly.
SliderChanged(Value: float)
SettingChanged(ChangedSettingId: FName)
RefreshSetting() [Blueprint node]
OnSettingSubmitted(Success: bool, Reason: FText)
OnSettingRefreshed(Value: float, Available: bool, Reason: FText)
InitializeSetting(EditingSession: UIFSettingsSession*) [Blueprint node]
GenerateChoiceLabel(Item: FString, ReturnValue: UWidget*)
ChoiceOpening()
ChoiceChanged(Item: FString, SelectionType: TEnumAsByte<ESelectInfo::Type>)
class IFSettingsMenu : IFScreen — Designer-owned tabbed screen. Page content, tabs, rows, animation and layout are Blueprint assets.
PageIds : TArray [Edit, Blueprint]
AdditionalDefinitions : TArray [Edit, Blueprint]
bIncludeInputBindings : bool [Edit, Blueprint] = True
BindingPageId : FName [Edit, Blueprint] = Controls
EditingSession : TObjectPtr<UIFSettingsSession> [Blueprint] = None
ActivePage : int32 [Blueprint] = 0
SettingsPages : TObjectPtr<UWidgetSwitcher> [Blueprint] = None
SettingsStatus : TObjectPtr<UTextBlock> [Blueprint] = None
ApplyChoice : TObjectPtr<UIFButton> [Blueprint] = None
CancelChoice : TObjectPtr<UIFButton> [Blueprint] = None
DefaultsChoice : TObjectPtr<UIFButton> [Blueprint] = None
SessionChanged(ChangedSettingId: FName)
SelectSettingsPage(Index: int32, ReturnValue: bool) [Blueprint node]
RestorePageDefaults(ReturnValue: bool) [Blueprint node]
RestoreAllDefaults(ReturnValue: bool) [Blueprint node]
OnSettingsSessionUpdated(PendingChanges: bool, Message: FText)
OnSettingsPageChanged(Index: int32, PageId: FName)
CancelSettings() [Blueprint node]
BindingChanged(Success: bool, Message: FText)
ApplySettings(ReturnValue: bool) [Blueprint node]
class IFSettingsSave : SaveGame
SchemaVersion : int32 = 1
Preferences : FIFUIPreferences = (UIScale=1.000000,TextScale=1.000000,UIVolume=0.800000,GameVolume=0.800000,bReducedMotion=
class IFSettingsSession : Object — Shared draft across every tab and binding row. No widget tree is constructed by this class.
OnSessionChanged : FIFSettingsSessionChanged = ()
Owner : TObjectPtr<APlayerController> = None
Definitions : TMap = ()
Providers : TMap = ()
SetSettingValue(SettingId: FName, Value: float, Failure: FText, ReturnValue: bool) [Blueprint node] — Rejects invalid/out-of-range values. Snaps slider steps; previews only when configured.
RestoreDefaults(PageId: FName, Failure: FText, ReturnValue: bool) [Blueprint node] — None restores all definitions. Input bindings reset separately through Restore Binding Default.
IsActive(ReturnValue: bool) [Blueprint node]
HasPendingChanges(ReturnValue: bool) [Blueprint node]
GetSettingValue(SettingId: FName, Value: float, ReturnValue: bool) [Blueprint node]
CancelSession() [Blueprint node]
BeginSession(Player: APlayerController*, Definitions: TArray, IncludeInputBindings: bool, Failure: FText, ReturnValue: bool) [Blueprint node] — Definitions must have unique IDs; opening another editor is rejected without disturbing it.
ApplySession(Failure: FText, ReturnValue: bool) [Blueprint node] — Validates all drafts, then commits. Failure retains the session and reports rollback failures. Engine input persist
class IFSettingsSubsystem : GameInstanceSubsystem — Staged UI preferences with explicit preview/apply/cancel. Uses engine DPI, SoundMix and SaveGame.
OnPreferencesChanged : FIFPreferencesChanged = ()
AudioRouting : TObjectPtr<UIFAudioRouting> = None
SetStorageProfile(Slot: FString, UserIndex: int32, ReturnValue: bool) [Blueprint node] — Select a different save profile before editing. Existing files are never migrated silently.
SetScalarPreference(Preference: EIFScalarPreference, Value: float, bPreview: bool, ReturnValue: bool) [Blueprint node] — Same validation/transaction as Set Draft; leaves every other field unchanged.
SetReducedMotion(bValue: bool, bPreview: bool, ReturnValue: bool) [Blueprint node]
SetDraft(Preferences: FIFUIPreferences, bPreview: bool, ReturnValue: bool) [Blueprint node] — Rejects non-finite values; finite values clamp to supported bounds. Preview is reversible.
SetAudioRouting(Routing: UIFAudioRouting*, ReturnValue: bool) [Blueprint node]
RestoreDefaults(bPreview: bool) [Blueprint node]
RefreshPresentation() [Blueprint node] — Reapply audio to a new world after travel.
IsEditing(ReturnValue: bool) [Blueprint node]
GetScalarPreference(Preference: EIFScalarPreference, ReturnValue: float) [Blueprint node] — Reads the active draft, or committed value when no session is open.
GetReducedMotion(ReturnValue: bool) [Blueprint node]
GetPresentedPreferences(ReturnValue: FIFUIPreferences) [Blueprint node]
GetPreferences(ReturnValue: FIFUIPreferences) [Blueprint node]
GetCommittedPreferences(ReturnValue: FIFUIPreferences) [Blueprint node]
Cancel() [Blueprint node]
BeginEdit(ReturnValue: bool) [Blueprint node] — False if another screen already owns an edit session.
Apply(FailureReason: FText, ReturnValue: bool) [Blueprint node] — On save failure returns false and retains the draft/session. No success event is emitted.
class IFSettingsTabButton : IFButton — Place in Designer and set Page Index. Any Blueprint button style can inherit this behavior.
PageIndex : int32 [Edit, Blueprint] = 0
Menu : TObjectPtr<UIFSettingsMenu> [Blueprint] = None
class IFSurface : Border — A theme-aware panel. Place any Blueprint layout inside it; content is never replaced.
ThemeOverride : TObjectPtr<UIFTheme> [Edit, Blueprint] = None
SurfaceStyle : FName [Edit, Blueprint] = None — Named brush in the active theme's Surface Styles. None/missing retains the normal rounded surface.
CornerRadius : float [Edit, Blueprint] = 12.000000
OutlineWidth : float [Edit, Blueprint] = 1.000000
ThemeChanged(Theme: UIFTheme*)
RefreshAppearance() [Blueprint node]
class IFText : TextBlock — A normal TextBlock that follows local-player theme and text-size preferences.
Role : EIFTextRole [Edit, Blueprint] = Body
BaseSize : int32 [Edit, Blueprint] = 16
ThemeOverride : TObjectPtr<UIFTheme> [Edit, Blueprint] = None
ThemeChanged(Theme: UIFTheme*)
RefreshAppearance() [Blueprint node]
PreferencesChanged(Preferences: FIFUIPreferences)
class IFTheme : DataAsset — Project-wide visual tokens; override individual tokens per widget rather than copying widget trees.
Surface : FLinearColor [Edit, Blueprint] = (R=0.025000,G=0.035000,B=0.050000,A=1.000000)
Text : FLinearColor [Edit, Blueprint] = (R=0.900000,G=0.930000,B=0.970000,A=1.000000)
Accent : FLinearColor [Edit, Blueprint] = (R=0.200000,G=0.800000,B=0.650000,A=1.000000)
Danger : FLinearColor [Edit, Blueprint] = (R=0.950000,G=0.250000,B=0.220000,A=1.000000)
MutedText : FLinearColor [Edit, Blueprint] = (R=0.440000,G=0.580000,B=0.670000,A=1.000000)
Outline : FLinearColor [Edit, Blueprint] = (R=0.190000,G=0.290000,B=0.330000,A=1.000000)
Icons : TMap [Edit, Blueprint] = ()
SurfaceStyles : TMap [Edit, Blueprint] = () — Optional named surface skins (including nine-slice brushes). Widgets choose a key, not a game-specific subclass.
ButtonStyles : TMap [Edit, Blueprint] = () — Role keys: Standard, Primary, Quiet, Destructive. A button can select any other named skin locally. Missing keys re
DefaultSurfaceStyle : FName [Edit, Blueprint] = None — Optional style used by surfaces with no local key, including native dialog/tooltip fallbacks.
DialogSurfaceStyle : FName [Edit, Blueprint] = None — Optional style key for built-in confirmation cards. None follows the default surface style.
DialogHeaderSurfaceStyle : FName [Edit, Blueprint] = None — Optional header brush for native confirmation cards. None keeps a text-only heading.
CompactKeyLabels : TMap [Edit, Blueprint] = ((Gamepad_LeftShoulder, NSLOCTEXT("InterfaceForge", "LeftShoulderShort", "LB")),(Gamepad_R — Readable fallback when CommonInput has no glyph for the applied key. Override for your platform/style.
FocusSound : TObjectPtr<USoundBase> [Edit, Blueprint] = None
ConfirmSound : TObjectPtr<USoundBase> [Edit, Blueprint] = None
BodyFont : FSlateFontInfo [Edit, Blueprint] = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bS
HeadingFont : FSlateFontInfo [Edit, Blueprint] = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bS
Spacing : float [Edit, Blueprint] = 12.000000
ScrollBarThickness : float [Edit, Blueprint] = 6.000000 — Slate units; viewport DPI and the player's UI scale apply once. Text enlargement does not multiply it.
TransitionSeconds : float [Edit, Blueprint] = 0.160000
ButtonCornerRadius : float [Edit, Blueprint] = 2.000000
ButtonPadding : FMargin [Edit, Blueprint] = (Left=16.000000,Top=12.000000,Right=16.000000,Bottom=12.000000)
class IFTooltipAnchor : MenuAnchor — Wrap a widget in this Designer component. Opens an unfocused, window-fitted engine popup.
TooltipEntryClass : TSubclassOf<UUserWidget> [Edit, Blueprint] = /Script/CoreUObject.Class'/Script/InterfaceForge.IFTooltipCard' — Any IFEntry Widget Blueprint. Data may be your own UObject rather than IFPresentationData.
TooltipData : TObjectPtr<UObject> [Blueprint] = None
PreferredWidth : float [Edit, Blueprint] = 300.000000 — Width in player UI units, before engine DPI/user scale. Also constrained by the player's root.
bUseNavigationPlacement : bool [Edit, Blueprint] = False — Use a separate engine placement for keyboard/controller focus. Pointer and explicit touch use Placement.
NavigationPlacement : TEnumAsByte<EMenuPlacement> [Edit, Blueprint] = MenuPlacement_CenteredAboveAnchor
bUseNavigationHintHost : bool [Edit, Blueprint] = True — Prefer the current screen's optional navigation host for keyboard/controller focus. Pointer stays a popup.
TooltipEntry : TObjectPtr<UUserWidget> = None
SetTooltipData(Data: UObject*) [Blueprint node]
RequestTooltip(UseDelay: bool, ReturnValue: bool) [Blueprint node] — Uses the UI preference delay. Pass false for an explicit touch long-press/other custom gesture.
RefreshTooltipPlacement() [Blueprint node] — Apply changed placement options to an already open tooltip. No data/focus replacement.
MenuChanged(Opened: bool)
IsTooltipShown(ReturnValue: bool) [Blueprint node] — Includes hosted hints. The inherited Is Open reports only the engine popup.
IsTooltipHosted(ReturnValue: bool) [Blueprint node]
HideTooltip() [Blueprint node]
GetTooltipEntry(ReturnValue: UUserWidget*) [Blueprint node]
GetResolvedPlacement(ReturnValue: TEnumAsByte<EMenuPlacement>) [Blueprint node] — Current input family resolves the placement without changing the Designer's pointer Placement.
CreateTooltipContent(ReturnValue: UUserWidget*)
class IFTooltipCard : IFEntryWidget — Optional default tooltip. Replace its tree or use any Widget Blueprint implementing IFEntry.
TitleText : TObjectPtr<UIFText> = None
DetailText : TObjectPtr<UIFText> = None
ReasonText : TObjectPtr<UIFText> = None
class IFTooltipSubsystem : LocalPlayerSubsystem — One tooltip per local player. The root drives its bounded delay even while the game is paused.
HostEntryClass : TSubclassOf<UUserWidget> = None
UnregisterNavigationHintHost(Screen: UIFScreen*) [Blueprint node]
RegisterNavigationHintHost(Screen: UIFScreen*, Host: UContentWidget*, EntryClass: TSubclassOf<UUserWidget>, YieldToNotifications: bool, ReturnValue: bool) [Blueprint node] — Empty, noninteractive Designer container owned by Screen. Rejects invalid classes/foreign or occupied hosts.
ClearTooltips() [Blueprint node] — Close active/pending content before opening a modal, changing screens, or ending a flow.
struct IFUIPreferences : None — Display/audio preferences are shared by this game instance. Key profiles remain local-player EnhancedInput data.
UIScale : float [Edit, Blueprint]
TextScale : float [Edit, Blueprint]
UIVolume : float [Edit, Blueprint]
GameVolume : float [Edit, Blueprint]
bReducedMotion : bool [Edit, Blueprint]
TooltipDelay : float [Edit, Blueprint]
class IFWorldEntryLibrary : BlueprintFunctionLibrary — Use the normal entry contract on an engine Widget Component. Placement and visibility remain project-owned.
UpdateWorldEntryLink(Link: UStaticMeshComponent*, From: FVector, To: FVector, Width: float, ReturnValue: bool) [Blueprint node] — Fit a caller-owned mesh's local X axis between world points. Width applies to its Y/Z bounds. Supply your own mesh/
SetWorldEntry(Component: UWidgetComponent*, LocalPlayer: APlayerController*, EntryClass: TSubclassOf<UUserWidget>, Data: UObject*, ReturnValue: UUserWidget*) [Blueprint node] — Creates a local-player-owned widget and initializes IFEntry. Invalid inputs leave the existing body unchanged. Reus
RefreshWorldEntry(Component: UWidgetComponent*) [Blueprint node] — Refresh a custom entry and request an engine redraw; useful with Manually Redraw enabled.
GetWorldEntryWidgetPoint(Component: UWidgetComponent*, Widget: UWidget*, Alignment: FVector2D, WorldPosition: FVector, ReturnValue: bool) [Blueprint node] — Resolve an alignment point on a rendered child to world space. Supports planar World Widget Components. Alignment i
ClearWorldEntry(Component: UWidgetComponent*) [Blueprint node] — Release the entry subscription and remove this component's body. Also clears its automatic Widget Class.
enum EForgeDemoGenre
Gateway
MMO
RTS
EForgeDemoGenre_MAX
enum EForgeOrderType
Idle
Move
AttackMove
Attack
Hold
EForgeOrderType_MAX
enum EForgeUnitRole
Vanguard
Sentinel
EForgeUnitRole_MAX
enum EIFButtonRole
Standard
Primary
Quiet
Destructive
EIFButtonRole_MAX
enum EIFButtonVisualState
Normal
Emphasized
Pressed
Selected
Unavailable
EIFButtonVisualState_MAX
enum EIFDialogResult
Confirmed
Cancelled
EIFDialogResult_MAX
enum EIFInputPolicy
Gameplay
GameAndUI
Menu
EIFInputPolicy_MAX
enum EIFInputPresentation
Pointer
Keyboard
Gamepad
Touch
EIFInputPresentation_MAX
enum EIFLayer
HUD
Menu
Modal
EIFLayer_MAX
enum EIFNotificationEndReason
Expired
Dismissed
ScopeEnded
Overflow
InvalidEntry
RootRemoved
EIFNotificationEndReason_MAX
enum EIFProgressStyle
Linear
Radial
SquarePerimeter
Segmented
Charges
EIFProgressStyle_MAX
enum EIFScalarPreference
UIScale
TextScale
UIVolume
GameVolume
TooltipDelay
EIFScalarPreference_MAX
enum EIFScreenLoadState
Loading
Ready
Failed
Cancelled
EIFScreenLoadState_MAX
enum EIFSettingBinding
UIScale
TextScale
UIVolume
GameVolume
TooltipDelay
ReducedMotion
VSync
FrameRateLimit
ResolutionScale
ShadowQuality
ViewDistanceQuality
Custom
EIFSettingBinding_MAX
enum EIFSettingControl
Slider
Toggle
Choice
EIFSettingControl_MAX
enum EIFTextRole
Body
Heading
Caption
Accent
Danger
EIFTextRole_MAXBlueprint object and graph scheme
These are the saved assets, their actual parent classes, variables, animations, widget trees and graph nodes. The JSON index additionally includes every pin, default value and wire endpoint. Node numbers below follow the saved graph, not runtime execution order.
ABP_IFDemoCharacter
text
/Game/ForgeExamples/Animation/HumanMotion22/ABP_IFDemoCharacter.ABP_IFDemoCharacter
parent: /Script/ForgeExamples.ForgeDemoAnimInstance
graph AnimGraph
#1 Output Pose AnimGraph [AnimGraphNode_Root]
#2 BS_IFLocomotion Blendspace Player [AnimGraphNode_BlendSpacePlayer]
Pose -> #4.Source
#3 Get GroundSpeed [K2Node_VariableGet]
GroundSpeed -> #2.X
#4 Slot 'ForgeAction' Group 'ForgeActions' [AnimGraphNode_Slot]
Pose -> #1.Result
graph EventGraph
#1 Event BlueprintUpdateAnimation [K2Node_Event]
#2 Try Get Pawn Owner Target is Anim Instance [K2Node_CallFunction]BP_IFRPGCamera
text
/Game/ForgeExamples/UI/RPG/BP_IFRPGCamera.BP_IFRPGCamera
parent: /Script/ForgeExamples.ForgeRPGCamera
graph UserConstructionScript
#1 Construction Script [K2Node_FunctionEntry]
graph EventGraph
#1 Event BeginPlay [K2Node_Event]
#2 Event ActorBeginOverlap [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGAbility
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGAbility.WBP_IFRPGAbility
parent: /Script/InterfaceForge.IFReadoutEntry
SizeBox_0 : SizeBox
CanvasPanel_0 : CanvasPanel
EntryCommand : IFCommandButton
IconImage : Image
CooldownTint : IFCenterTint
DetailText : IFText
Border_0 : Border
ScaleBox_0 : ScaleBox
ActionPrompt : IFActionPrompt
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGAbilityBook
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGAbilityBook.WBP_IFRPGAbilityBook
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
BookFrame : IFSurface
VerticalBox_0 : VerticalBox
WindowHeader : IFSurface
HorizontalBox_0 : HorizontalBox
Heading : IFText — COMBAT ARTS
SizeBox_1 : SizeBox
Close : IFCommandButton
ScrollBox_0 : ScrollBox
VerticalBox_1 : VerticalBox
HorizontalBox_1 : HorizontalBox
ArtCard0 : IFSurface
VerticalBox_2 : VerticalBox
HorizontalBox_2 : HorizontalBox
ArtIcon0 : WBP_IFRPGAbility_C
ArtCopy0 : WBP_IFRPGAbilityCopy_C
SizeBox_2 : SizeBox
Use0 : IFCommandButton
ArtCard1 : IFSurface
VerticalBox_3 : VerticalBox
HorizontalBox_3 : HorizontalBox
ArtIcon1 : WBP_IFRPGAbility_C
ArtCopy1 : WBP_IFRPGAbilityCopy_C
SizeBox_3 : SizeBox
Use1 : IFCommandButton
HorizontalBox_4 : HorizontalBox
ArtCard2 : IFSurface
VerticalBox_4 : VerticalBox
HorizontalBox_5 : HorizontalBox
ArtIcon2 : WBP_IFRPGAbility_C
ArtCopy2 : WBP_IFRPGAbilityCopy_C
SizeBox_4 : SizeBox
Use2 : IFCommandButton
ArtCard3 : IFSurface
VerticalBox_5 : VerticalBox
HorizontalBox_6 : HorizontalBox
ArtIcon3 : WBP_IFRPGAbility_C
ArtCopy3 : WBP_IFRPGAbilityCopy_C
SizeBox_5 : SizeBox
Use3 : IFCommandButton
HorizontalBox_7 : HorizontalBox
ArtCard4 : IFSurface
VerticalBox_6 : VerticalBox
HorizontalBox_8 : HorizontalBox
ArtIcon4 : WBP_IFRPGAbility_C
ArtCopy4 : WBP_IFRPGAbilityCopy_C
SizeBox_6 : SizeBox
Use4 : IFCommandButton
ArtCard5 : IFSurface
VerticalBox_7 : VerticalBox
HorizontalBox_9 : HorizontalBox
ArtIcon5 : WBP_IFRPGAbility_C
ArtCopy5 : WBP_IFRPGAbilityCopy_C
SizeBox_7 : SizeBox
Use5 : IFCommandButton
HorizontalBox_10 : HorizontalBox
SizeBox_8 : SizeBox
Return : IFCommandButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGAbilityCopy
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGAbilityCopy.WBP_IFRPGAbilityCopy
parent: /Script/InterfaceForge.IFReadoutEntry
VerticalBox_0 : VerticalBox
TitleText : IFText
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGCast
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGCast.WBP_IFRPGCast
parent: /Script/InterfaceForge.IFReadoutEntry
Overlay_0 : Overlay
Inset : IFSurface
VerticalBox_0 : VerticalBox
TitleText : IFText
FractionBar : IFProgressWidget
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGHUD
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGHUD.WBP_IFRPGHUD
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
SelectionOverlay : IFSelectionOverlay
HUDLayout : WBP_IFRPGLayout_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGJournal
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGJournal.WBP_IFRPGJournal
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
JournalFrame : IFSurface
VerticalBox_0 : VerticalBox
WindowHeader : IFSurface
HorizontalBox_0 : HorizontalBox
Heading : IFText — CHRONICLE
SizeBox_1 : SizeBox
Close : IFCommandButton
HorizontalBox_1 : HorizontalBox
SizeBox_2 : SizeBox
VerticalBox_1 : VerticalBox
Chapter : IFText — CHAPTER I
QuestName : IFText — Echoes of the Citadel
Location : IFText — The Fallen Citadel Eastern road
SizeBox_3 : SizeBox
Image_0 : Image
ScrollBox_0 : ScrollBox
VerticalBox_2 : VerticalBox
QuestStory : WBP_IFRPGStory_C
ObjectiveHeading : IFText — CURRENT OBJECTIVE
Objective : WBP_IFRPGObjective_C
OutcomeHeading : IFText — THE ROAD AHEAD
Outcome : IFText — Drive the raiders from the courtyard and restore the company's passage through t
HorizontalBox_2 : HorizontalBox
Track : IFCommandButton
SizeBox_4 : SizeBox
Return : IFCommandButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGLayout
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGLayout.WBP_IFRPGLayout
parent: /Script/InterfaceForge.IFHUDLayout
CanvasPanel_0 : CanvasPanel
Player : WBP_IFRPGVital_C
Target : WBP_IFRPGTarget_C
Actions : IFSurface
HorizontalBox_0 : HorizontalBox
AbilityEntry0 : WBP_IFRPGAbility_C
AbilityEntry1 : WBP_IFRPGAbility_C
AbilityEntry2 : WBP_IFRPGAbility_C
AbilityEntry3 : WBP_IFRPGAbility_C
AbilityEntry4 : WBP_IFRPGAbility_C
AbilityEntry5 : WBP_IFRPGAbility_C
Cast : WBP_IFRPGCast_C
Party : VerticalBox
CompanyHeading : IFText — CITADEL COMPANY
Party1 : WBP_IFRPGParty_C
Party2 : WBP_IFRPGParty_C
Status : WBP_IFRPGObjective_C
Objective : WBP_IFRPGObjective_C
Minimap : IFSurface
VerticalBox_0 : VerticalBox
MapTitle : IFText — THE FALLEN CITADEL
MapView : IFMapView
Journal : IFCommandButton
Pause : IFCommandButton
AbilityBook : IFCommandButton
Defeat : WBP_IFDefeatPanel_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGLoad
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGLoad.WBP_IFRPGLoad
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
LoadFrame : IFSurface
VerticalBox_0 : VerticalBox
WindowHeader : IFSurface
HorizontalBox_0 : HorizontalBox
Heading : IFText — LOAD CHRONICLE
SizeBox_1 : SizeBox
HeaderClose : IFCommandButton
SaveInfo : WBP_IFReadout_C
SizeBox_2 : SizeBox
HorizontalBox_1 : HorizontalBox
Choice1 : IFCommandButton
SizeBox_3 : SizeBox
Choice0 : IFCommandButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGMain
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGMain.WBP_IFRPGMain
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
MenuFrame : IFSurface
VerticalBox_0 : VerticalBox
Overline : IFText — ASHENFORGE / CHRONICLE I
Heading : IFText — EMBERFALL
Subtitle : IFText — Echoes of the fallen citadel
SizeBox_1 : SizeBox
Rule : Image
SizeBox_2 : SizeBox
Choice0 : IFCommandButton
SizeBox_3 : SizeBox
Choice1 : IFCommandButton
SizeBox_4 : SizeBox
Choice2 : IFCommandButton
SizeBox_5 : SizeBox
Choice3 : IFCommandButton
SizeBox_6 : SizeBox
Choice4 : IFCommandButton
SizeBox_7 : SizeBox
Choice5 : IFCommandButton
SizeBox_8 : SizeBox
Footer : IFText — THE EASTERN ROAD CALLS
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event InitializeScreen [K2Node_Event]
then -> #5.execute, Data -> #5.Data
#5 Parent: InitializeScreen [K2Node_CallParentFunction]
then -> #7.execute
#6 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #7.Object
#7 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #8.self
#8 Get bEnabled [K2Node_VariableGet]
bEnabled -> #9.Condition
#9 Branch [K2Node_IfThenElse]
then -> #15.execute, else -> #11.execute
#10 Get Choice0 [K2Node_VariableGet]
Choice0 -> #11.self
#11 Set Button Role Target is IFButton [K2Node_CallFunction]
then -> #13.execute
#12 Get Choice1 [K2Node_VariableGet]
Choice1 -> #13.self
#13 Set Button Role Target is IFButton [K2Node_CallFunction]
#14 Get Choice0 [K2Node_VariableGet]
Choice0 -> #15.self
#15 Set Button Role Target is IFButton [K2Node_CallFunction]
then -> #17.execute
#16 Get Choice1 [K2Node_VariableGet]
Choice1 -> #17.self
#17 Set Button Role Target is IFButton [K2Node_CallFunction]WBP_IFRPGObjective
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGObjective.WBP_IFRPGObjective
parent: /Script/InterfaceForge.IFReadoutEntry
Overlay_0 : Overlay
Shade : Image
VerticalBox_0 : VerticalBox
TitleText : IFText
FractionBar : IFProgressWidget
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGParty
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGParty.WBP_IFRPGParty
parent: /Script/InterfaceForge.IFReadoutEntry
Overlay_0 : Overlay
Shade : Image
EntryCommand : IFCommandButton
HorizontalBox_0 : HorizontalBox
SizeBox_0 : SizeBox
PortraitFrame : IFSurface
IconImage : Image
VerticalBox_0 : VerticalBox
TitleText : IFText
FractionBar : IFProgressWidget
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGPause
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGPause.WBP_IFRPGPause
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
MenuFrame : IFSurface
VerticalBox_0 : VerticalBox
Overline : IFText — EMBERFALL / CITADEL COMPANY
Heading : IFText — Journey paused
Subtitle : IFText — Your company awaits.
SizeBox_1 : SizeBox
Rule : Image
SizeBox_2 : SizeBox
Choice0 : IFCommandButton
SizeBox_3 : SizeBox
Choice1 : IFCommandButton
SizeBox_4 : SizeBox
Choice2 : IFCommandButton
SizeBox_5 : SizeBox
Choice3 : IFCommandButton
SizeBox_6 : SizeBox
Choice4 : IFCommandButton
SizeBox_7 : SizeBox
Choice5 : IFCommandButton
SizeBox_8 : SizeBox
Footer : IFText — EMBERFALL
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGSettingRow
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGSettingRow.WBP_IFRPGSettingRow
parent: /Script/InterfaceForge.IFSettingRow
SettingFrame : IFSurface
VerticalBox_0 : VerticalBox
HorizontalBox_0 : HorizontalBox
VerticalBox_1 : VerticalBox
LabelText : IFText
HelpText : IFText
VerticalBox_2 : VerticalBox
ValueText : IFText
ValueSlider : Slider
ValueToggleButton : IFButton
ValueChoice : ComboBoxString
StatusText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGSettings
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGSettings.WBP_IFRPGSettings
parent: /Script/InterfaceForge.IFSettingsMenu
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
WindowHeader : IFSurface
HorizontalBox_2 : HorizontalBox
Title : IFText — SETTINGS
SizeBox_1 : SizeBox
HeaderClose : IFCommandButton
HorizontalBox_0 : HorizontalBox
Tab0 : IFSettingsTabButton
Tab1 : IFSettingsTabButton
Tab2 : IFSettingsTabButton
Tab3 : IFSettingsTabButton
SettingsPages : WidgetSwitcher
ScrollBox_0 : ScrollBox
VerticalBox_1 : VerticalBox
Setting_UIScale : WBP_IFRPGSettingRow_C
Setting_TextScale : WBP_IFRPGSettingRow_C
Setting_ReducedMotion : WBP_IFRPGSettingRow_C
Setting_TooltipDelay : WBP_IFRPGSettingRow_C
Setting_InterfaceOpacity : WBP_IFRPGSettingRow_C
ScrollBox_1 : ScrollBox
VerticalBox_2 : VerticalBox
Setting_UIVolume : WBP_IFRPGSettingRow_C
Setting_GameVolume : WBP_IFRPGSettingRow_C
ScrollBox_2 : ScrollBox
VerticalBox_3 : VerticalBox
Family0 : IFText — KEYBOARD
Binding0_0 : WBP_IFBindingEntry_C
Binding0_1 : WBP_IFBindingEntry_C
Binding0_2 : WBP_IFBindingEntry_C
Binding0_3 : WBP_IFBindingEntry_C
Binding0_4 : WBP_IFBindingEntry_C
Binding0_5 : WBP_IFBindingEntry_C
Binding0_6 : WBP_IFBindingEntry_C
Binding0_7 : WBP_IFBindingEntry_C
Binding0_8 : WBP_IFBindingEntry_C
Binding0_9 : WBP_IFBindingEntry_C
Binding0_10 : WBP_IFBindingEntry_C
Family1 : IFText — CONTROLLER
Binding1_0 : WBP_IFBindingEntry_C
Binding1_1 : WBP_IFBindingEntry_C
Binding1_2 : WBP_IFBindingEntry_C
Binding1_3 : WBP_IFBindingEntry_C
Binding1_4 : WBP_IFBindingEntry_C
Binding1_5 : WBP_IFBindingEntry_C
Binding1_6 : WBP_IFBindingEntry_C
ScrollBox_3 : ScrollBox
VerticalBox_4 : VerticalBox
Setting_VSync : WBP_IFRPGSettingRow_C
Setting_FrameRateLimit : WBP_IFRPGSettingRow_C
Setting_ShadowQuality : WBP_IFRPGSettingRow_C
SettingsStatus : IFText
HorizontalBox_1 : HorizontalBox
ApplyChoice : IFButton
CancelChoice : IFButton
DefaultsWidth : SizeBox
DefaultsChoice : IFButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGStory
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGStory.WBP_IFRPGStory
parent: /Script/InterfaceForge.IFReadoutEntry
VerticalBox_0 : VerticalBox
TitleText : IFText
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGTarget
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGTarget.WBP_IFRPGTarget
parent: /Script/InterfaceForge.IFReadoutEntry
HorizontalBox_0 : HorizontalBox
SizeBox_0 : SizeBox
PortraitFrame : IFSurface
IconImage : Image
VerticalBox_0 : VerticalBox
TitleText : IFText
Overlay_0 : Overlay
TargetTrack : IFSurface
FractionBar : IFProgressWidget
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRPGVital
text
/Game/ForgeExamples/UI/RPG/WBP_IFRPGVital.WBP_IFRPGVital
parent: /Script/InterfaceForge.IFReadoutEntry
Overlay_0 : Overlay
Inset : IFSurface
HorizontalBox_0 : HorizontalBox
SizeBox_0 : SizeBox
PortraitFrame : IFSurface
IconImage : Image
VerticalBox_0 : VerticalBox
TitleText : IFText
FractionBar : IFProgressWidget
DetailText : IFText
SecondaryEntry : WBP_IFResourceRow_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]BP_IFDisplayPrefs
text
/Game/ForgeExamples/UI/Settings/BP_IFDisplayPrefs.BP_IFDisplayPrefs
parent: /Script/Engine.SaveGame
variable Opacity : real
graph EventGraphBP_IFOpacityProvider
text
/Game/ForgeExamples/UI/Settings/BP_IFOpacityProvider.BP_IFOpacityProvider
parent: /Script/InterfaceForge.IFSettingProvider
variable CommittedInSession : bool
graph ReadValue
#1 ReadValue [K2Node_FunctionEntry]
then -> #3.execute
#2 Return Node [K2Node_FunctionResult]
#3 Does Save Game Exist [K2Node_CallFunction]
then -> #4.execute, ReturnValue -> #4.Condition
#4 Branch [K2Node_IfThenElse]
then -> #5.execute, else -> #8.execute
#5 Load Game from Slot [K2Node_CallFunction]
then -> #6.execute, ReturnValue -> #6.Object
#6 Cast To BP_IFDisplayPrefs [K2Node_DynamicCast]
then -> #2.execute, CastFailed -> #9.execute, AsBP IFDisplay Prefs -> #7.self
#7 Get Opacity [K2Node_VariableGet]
Opacity -> #2.Value
#8 Return Node [K2Node_FunctionResult]
#9 Return Node [K2Node_FunctionResult]
graph PreviewValue
#1 PreviewValue [K2Node_FunctionEntry]
then -> #6.execute, Player -> #3.PlayerController, Value -> #7.InOpacity
#2 Return Node [K2Node_FunctionResult]
#3 IFLocal Player Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #4.self
#4 Get Root Target is IFLocal Player Subsystem [K2Node_CallFunction]
ReturnValue -> #5.Object, ReturnValue -> #7.self
#5 Is Valid [K2Node_CallFunction]
ReturnValue -> #6.Condition
#6 Branch [K2Node_IfThenElse]
then -> #7.execute, else -> #8.execute
#7 Set Render Opacity Target is Widget [K2Node_CallFunction]
then -> #2.execute
#8 Return Node [K2Node_FunctionResult]
graph CommitValue
#1 CommitValue [K2Node_FunctionEntry]
then -> #6.execute, Player -> #3.PlayerController, Value -> #7.InOpacity, Value -> #11.Opacity
#2 Return Node [K2Node_FunctionResult]
#3 IFLocal Player Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #4.self
#4 Get Root Target is IFLocal Player Subsystem [K2Node_CallFunction]
ReturnValue -> #5.Object, ReturnValue -> #7.self
#5 Is Valid [K2Node_CallFunction]
ReturnValue -> #6.Condition
#6 Branch [K2Node_IfThenElse]
then -> #7.execute, else -> #8.execute
#7 Set Render Opacity Target is Widget [K2Node_CallFunction]
then -> #9.execute
#8 Return Node [K2Node_FunctionResult]
#9 Set CommittedInSession [K2Node_VariableSet]
then -> #10.execute
#10 Create Save Game Object [K2Node_CallFunction]
then -> #11.execute, ReturnValue -> #11.self, ReturnValue -> #12.SaveGameObject
#11 Set Opacity [K2Node_VariableSet]
then -> #12.execute
#12 Save Game to Slot [K2Node_CallFunction]
then -> #13.execute, ReturnValue -> #13.Condition
#13 Branch [K2Node_IfThenElse]
then -> #2.execute, else -> #14.execute
#14 Return Node [K2Node_FunctionResult]
graph RestoreValue
#1 RestoreValue [K2Node_FunctionEntry]
then -> #6.execute, Player -> #3.PlayerController, OriginalValue -> #7.InOpacity, OriginalValue -> #13.Opacity
#2 Return Node [K2Node_FunctionResult]
#3 IFLocal Player Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #4.self
#4 Get Root Target is IFLocal Player Subsystem [K2Node_CallFunction]
ReturnValue -> #5.Object, ReturnValue -> #7.self
#5 Is Valid [K2Node_CallFunction]
ReturnValue -> #6.Condition
#6 Branch [K2Node_IfThenElse]
then -> #7.execute, else -> #8.execute
#7 Set Render Opacity Target is Widget [K2Node_CallFunction]
then -> #10.execute
#8 Return Node [K2Node_FunctionResult]
#9 Get CommittedInSession [K2Node_VariableGet]
CommittedInSession -> #10.Condition
#10 Branch [K2Node_IfThenElse]
then -> #11.execute, else -> #2.execute
#11 Set CommittedInSession [K2Node_VariableSet]
then -> #12.execute
#12 Create Save Game Object [K2Node_CallFunction]
then -> #13.execute, ReturnValue -> #13.self, ReturnValue -> #14.SaveGameObject
#13 Set Opacity [K2Node_VariableSet]
then -> #14.execute
#14 Save Game to Slot [K2Node_CallFunction]
then -> #15.execute, ReturnValue -> #15.Condition
#15 Branch [K2Node_IfThenElse]
then -> #17.execute, else -> #16.execute
#16 Return Node [K2Node_FunctionResult]
#17 Set CommittedInSession [K2Node_VariableSet]
then -> #2.execute
graph EventGraphWBP_IFArmySettings
text
/Game/ForgeExamples/UI/Settings/WBP_IFArmySettings.WBP_IFArmySettings
parent: /Script/InterfaceForge.IFSettingsMenu
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
WindowHeader : IFSurface
HorizontalBox_2 : HorizontalBox
Title : IFText — SETTINGS
SizeBox_1 : SizeBox
HeaderClose : IFCommandButton
HorizontalBox_0 : HorizontalBox
Tab0 : IFSettingsTabButton
Tab1 : IFSettingsTabButton
Tab2 : IFSettingsTabButton
Tab3 : IFSettingsTabButton
SettingsPages : WidgetSwitcher
ScrollBox_0 : ScrollBox
VerticalBox_1 : VerticalBox
Setting_UIScale : WBP_IFRPGSettingRow_C
Setting_TextScale : WBP_IFRPGSettingRow_C
Setting_ReducedMotion : WBP_IFRPGSettingRow_C
Setting_TooltipDelay : WBP_IFRPGSettingRow_C
Setting_InterfaceOpacity : WBP_IFRPGSettingRow_C
ScrollBox_1 : ScrollBox
VerticalBox_2 : VerticalBox
Setting_UIVolume : WBP_IFRPGSettingRow_C
Setting_GameVolume : WBP_IFRPGSettingRow_C
ScrollBox_2 : ScrollBox
VerticalBox_3 : VerticalBox
Family0 : IFText — KEYBOARD
Binding0_0 : WBP_IFBindingEntry_C
Binding0_1 : WBP_IFBindingEntry_C
Binding0_2 : WBP_IFBindingEntry_C
Binding0_3 : WBP_IFBindingEntry_C
Binding0_4 : WBP_IFBindingEntry_C
Binding0_5 : WBP_IFBindingEntry_C
Binding0_6 : WBP_IFBindingEntry_C
Binding0_7 : WBP_IFBindingEntry_C
Binding0_8 : WBP_IFBindingEntry_C
Binding0_9 : WBP_IFBindingEntry_C
Binding0_10 : WBP_IFBindingEntry_C
Family1 : IFText — CONTROLLER
Binding1_0 : WBP_IFBindingEntry_C
Binding1_1 : WBP_IFBindingEntry_C
Binding1_2 : WBP_IFBindingEntry_C
Binding1_3 : WBP_IFBindingEntry_C
Binding1_4 : WBP_IFBindingEntry_C
Binding1_5 : WBP_IFBindingEntry_C
Binding1_6 : WBP_IFBindingEntry_C
ScrollBox_3 : ScrollBox
VerticalBox_4 : VerticalBox
Setting_VSync : WBP_IFRPGSettingRow_C
Setting_FrameRateLimit : WBP_IFRPGSettingRow_C
Setting_ShadowQuality : WBP_IFRPGSettingRow_C
SettingsStatus : IFText
HorizontalBox_1 : HorizontalBox
ApplyChoice : IFButton
CancelChoice : IFButton
DefaultsWidth : SizeBox
DefaultsChoice : IFButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFSettingRow
text
/Game/ForgeExamples/UI/Settings/WBP_IFSettingRow.WBP_IFSettingRow
parent: /Script/InterfaceForge.IFSettingRow
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
HorizontalBox_0 : HorizontalBox
LabelText : IFText — Setting
ValueText : IFText
ValueToggleButton : IFButton
HelpText : IFText
ValueSlider : Slider
ValueToggle : CheckBox
ValueChoice : ComboBoxString
StatusText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFSettingRowCompact
text
/Game/ForgeExamples/UI/Settings/WBP_IFSettingRowCompact.WBP_IFSettingRowCompact
parent: /Script/InterfaceForge.IFSettingRow
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
HorizontalBox_0 : HorizontalBox
LabelText : IFText — Setting
ValueText : IFText
ValueToggleButton : IFButton
HelpText : IFText
ValueSlider : Slider
ValueToggle : CheckBox
ValueChoice : ComboBoxString
StatusText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFSettingsMenu
text
/Game/ForgeExamples/UI/Settings/WBP_IFSettingsMenu.WBP_IFSettingsMenu
parent: /Script/InterfaceForge.IFSettingsMenu
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
Title : IFText — SETTINGS
HorizontalBox_0 : HorizontalBox
Tab0 : IFSettingsTabButton
Tab1 : IFSettingsTabButton
Tab2 : IFSettingsTabButton
Tab3 : IFSettingsTabButton
SettingsPages : WidgetSwitcher
ScrollBox_0 : ScrollBox
VerticalBox_1 : VerticalBox
Setting_UIScale : WBP_IFSettingRow_C
Setting_TextScale : WBP_IFSettingRow_C
Setting_ReducedMotion : WBP_IFSettingRow_C
Setting_TooltipDelay : WBP_IFSettingRow_C
Setting_InterfaceOpacity : WBP_IFSettingRowCompact_C
ScrollBox_1 : ScrollBox
VerticalBox_2 : VerticalBox
Setting_UIVolume : WBP_IFSettingRow_C
Setting_GameVolume : WBP_IFSettingRow_C
ScrollBox_2 : ScrollBox
VerticalBox_3 : VerticalBox
Family0 : IFText — KEYBOARD
Binding0_0 : WBP_IFBindingEntry_C
Binding0_1 : WBP_IFBindingEntry_C
Binding0_2 : WBP_IFBindingEntry_C
Binding0_3 : WBP_IFBindingEntry_C
Binding0_4 : WBP_IFBindingEntry_C
Binding0_5 : WBP_IFBindingEntry_C
Binding0_6 : WBP_IFBindingEntry_C
Binding0_7 : WBP_IFBindingEntry_C
Binding0_8 : WBP_IFBindingEntry_C
Binding0_9 : WBP_IFBindingEntry_C
Binding0_10 : WBP_IFBindingEntry_C
Family1 : IFText — CONTROLLER
Binding1_0 : WBP_IFBindingEntry_C
Binding1_1 : WBP_IFBindingEntry_C
Binding1_2 : WBP_IFBindingEntry_C
Binding1_3 : WBP_IFBindingEntry_C
Binding1_4 : WBP_IFBindingEntry_C
Binding1_5 : WBP_IFBindingEntry_C
Binding1_6 : WBP_IFBindingEntry_C
ScrollBox_3 : ScrollBox
VerticalBox_4 : VerticalBox
Setting_VSync : WBP_IFSettingRow_C
Setting_FrameRateLimit : WBP_IFSettingRow_C
Setting_ShadowQuality : WBP_IFSettingRow_C
SettingsStatus : IFText
HorizontalBox_1 : HorizontalBox
ApplyChoice : IFButton
CancelChoice : IFButton
DefaultsWidth : SizeBox
DefaultsChoice : IFButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFAbilityButton
text
/Game/ForgeExamples/UI/WBP_IFAbilityButton.WBP_IFAbilityButton
parent: /Script/InterfaceForge.IFCommandButton
TooltipAnchor : IFTooltipAnchor
FocusBorder : IFSurface
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFAbilityEntry
text
/Game/ForgeExamples/UI/WBP_IFAbilityEntry.WBP_IFAbilityEntry
parent: /Script/InterfaceForge.IFReadoutEntry
SizeBox_0 : SizeBox
VerticalBox_1 : VerticalBox
SizeBox_2 : SizeBox
CanvasPanel_0 : CanvasPanel
IconImage : Image
CooldownTint : IFCenterTint
DetailText : IFText
ActionPrompt : IFActionPrompt
EntryCommand : WBP_IFAbilityButton_C
TitleText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFArmyRoster
text
/Game/ForgeExamples/UI/WBP_IFArmyRoster.WBP_IFArmyRoster
parent: /Script/InterfaceForge.IFReadoutEntry
Frame : IFSurface
VerticalBox_0 : VerticalBox
Groups : HorizontalBox
SizeBox_0 : SizeBox
Group1 : WBP_IFGroupEntry_C
SizeBox_1 : SizeBox
Group2 : WBP_IFGroupEntry_C
SizeBox_2 : SizeBox
Group3 : WBP_IFGroupEntry_C
SizeBox_3 : SizeBox
Group4 : WBP_IFGroupEntry_C
SizeBox_4 : SizeBox
Group5 : WBP_IFGroupEntry_C
Summary : WBP_IFPartyFrame_C
RosterGridBounds : SizeBox
ItemList : TileView
graph EventGraph
#1 Event OnEntryRefreshed [K2Node_Event]
then -> #3.execute
#2 Get EntryData [K2Node_VariableGet]
EntryData -> #3.Object
#3 Cast To IFCollectionData [K2Node_DynamicCast]
then -> #11.execute, AsIFCollection Data -> #4.self
#4 Get Items [K2Node_VariableGet]
Items -> #5.TargetArray
#5 Length [K2Node_CallArrayFunction]
ReturnValue -> #6.A
#6 int + int [K2Node_CallFunction]
ReturnValue -> #7.A
#7 int / int [K2Node_CallFunction]
ReturnValue -> #8.Value
#8 Clamp (Integer) [K2Node_CallFunction]
ReturnValue -> #9.A
#9 int * int [K2Node_CallFunction]
ReturnValue -> #12.InInt
#10 Get RosterGridBounds [K2Node_VariableGet]
RosterGridBounds -> #11.self
#11 Set Height Override Target is Size Box [K2Node_CallFunction]
#12 To Float (Integer) [K2Node_CallFunction]
ReturnValue -> #11.InHeightOverrideWBP_IFArmyTile
text
/Game/ForgeExamples/UI/WBP_IFArmyTile.WBP_IFArmyTile
parent: /Script/InterfaceForge.IFReadoutEntry
CanvasPanel_0 : CanvasPanel
EntryCommand : IFCommandButton
IconImage : Image
FractionBar : IFProgressWidget
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFBindingEntry
text
/Game/ForgeExamples/UI/WBP_IFBindingEntry.WBP_IFBindingEntry
parent: /Script/InterfaceForge.IFBindingEntry
VerticalBox_0 : VerticalBox
HorizontalBox_0 : HorizontalBox
LabelText : IFText
SizeBox_0 : SizeBox
Overlay_0 : Overlay
KeySelector : IFKeySelector
KeyGlyphImage : Image
KeyLabelText : IFText
StatusText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFControls
text
/Game/ForgeExamples/UI/WBP_IFControls.WBP_IFControls
parent: /Script/InterfaceForge.IFRemappingScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
Title : IFText — CONTROLS
ScrollBox_0 : ScrollBox
HorizontalBox_0 : HorizontalBox
VerticalBox_1 : VerticalBox
Family0 : IFText — KEYBOARD
Binding0_0 : WBP_IFBindingEntry_C
Binding0_1 : WBP_IFBindingEntry_C
Binding0_2 : WBP_IFBindingEntry_C
Binding0_3 : WBP_IFBindingEntry_C
Binding0_4 : WBP_IFBindingEntry_C
Binding0_5 : WBP_IFBindingEntry_C
Binding0_6 : WBP_IFBindingEntry_C
Binding0_7 : WBP_IFBindingEntry_C
Binding0_8 : WBP_IFBindingEntry_C
Binding0_9 : WBP_IFBindingEntry_C
Binding0_10 : WBP_IFBindingEntry_C
VerticalBox_2 : VerticalBox
Family1 : IFText — CONTROLLER
Binding1_0 : WBP_IFBindingEntry_C
Binding1_1 : WBP_IFBindingEntry_C
Binding1_2 : WBP_IFBindingEntry_C
Binding1_3 : WBP_IFBindingEntry_C
Binding1_4 : WBP_IFBindingEntry_C
Binding1_5 : WBP_IFBindingEntry_C
Binding1_6 : WBP_IFBindingEntry_C
MovementHint : IFText — Left stick moves the character or pans the strategy camera.
RemapStatus : IFText
HorizontalBox_1 : HorizontalBox
ApplyChoice : IFButton
CancelChoice : IFButton
DefaultsChoice : IFButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFDefeatPanel
text
/Game/ForgeExamples/UI/WBP_IFDefeatPanel.WBP_IFDefeatPanel
parent: /Script/InterfaceForge.IFReadoutEntry
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
TitleText : IFText
DetailText : IFText
EntryCommand : IFCommandButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFGateway
text
/Game/ForgeExamples/UI/WBP_IFGateway.WBP_IFGateway
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Brand : IFText — ASHENFORGE
Title : IFText — UIFORGE
Subtitle : IFText — Choose your world
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
Genre0 : IFText — MMO ADVENTURE
World0 : IFText — EMBERFALL
Story0 : IFText — Take up the watch. Reclaim the fallen citadel.
SizeBox_0 : SizeBox
Play0 : IFCommandButton
IFSurface_1 : IFSurface
VerticalBox_1 : VerticalBox
Genre1 : IFText — REAL-TIME STRATEGY
World1 : IFText — IRONFRONT
Story1 : IFText — Command the company. Hold the eastern gate.
SizeBox_1 : SizeBox
Play1 : IFCommandButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFGroupEntry
text
/Game/ForgeExamples/UI/WBP_IFGroupEntry.WBP_IFGroupEntry
parent: /Script/InterfaceForge.IFReadoutEntry
CanvasPanel_0 : CanvasPanel
EntryCommand : IFCommandButton
TitleText : IFText
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFJournal
text
/Game/ForgeExamples/UI/WBP_IFJournal.WBP_IFJournal
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
Heading : IFText — FIELD JOURNAL
Record : WBP_IFJournalEntry_C
Return : IFCommandButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFJournalEntry
text
/Game/ForgeExamples/UI/WBP_IFJournalEntry.WBP_IFJournalEntry
parent: /Script/InterfaceForge.IFReadoutEntry
VerticalBox_0 : VerticalBox
TitleText : IFText
DetailText : IFText
FractionBar : IFProgressWidget
HorizontalBox_0 : HorizontalBox
ValueText : IFText
Capacity : IFText — / 4
EntryCommand : IFCommandButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFLoad
text
/Game/ForgeExamples/UI/WBP_IFLoad.WBP_IFLoad
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
LoadFrame : IFSurface
VerticalBox_0 : VerticalBox
WindowHeader : IFSurface
HorizontalBox_0 : HorizontalBox
Heading : IFText — LOAD GAME
SizeBox_1 : SizeBox
HeaderClose : IFCommandButton
SaveInfo : WBP_IFReadout_C
SizeBox_2 : SizeBox
HorizontalBox_1 : HorizontalBox
Choice1 : IFCommandButton
SizeBox_3 : SizeBox
Choice0 : IFCommandButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFMMOHUD
text
/Game/ForgeExamples/UI/WBP_IFMMOHUD.WBP_IFMMOHUD
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
SelectionOverlay : IFSelectionOverlay
HUDLayout : WBP_IFMMOLayout_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFMMOLayout
text
/Game/ForgeExamples/UI/WBP_IFMMOLayout.WBP_IFMMOLayout
parent: /Script/InterfaceForge.IFHUDLayout
CanvasPanel_0 : CanvasPanel
Player : WBP_IFUnitFrame_C
Target : WBP_IFUnitFrame_C
Party : VerticalBox
Party1 : WBP_IFPartyTargetEntry_C
Party2 : WBP_IFPartyTargetEntry_C
Status : WBP_IFReadout_C
Objective : WBP_IFReadout_C
Actions : IFSurface
HorizontalBox_0 : HorizontalBox
AbilityEntry0 : WBP_IFAbilityEntry_C
AbilityEntry1 : WBP_IFAbilityEntry_C
AbilityEntry2 : WBP_IFAbilityEntry_C
AbilityEntry3 : WBP_IFAbilityEntry_C
AbilityEntry4 : WBP_IFAbilityEntry_C
AbilityEntry5 : WBP_IFAbilityEntry_C
Cast : WBP_IFReadout_C
Combat : WBP_IFPlainReadout_C
Defeat : WBP_IFDefeatPanel_C
Journal : IFCommandButton
Minimap : IFSurface
VerticalBox_0 : VerticalBox
MapTitle : IFText — FALLEN CITADEL N
MapView : IFMapView
Pause : IFCommandButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFMainMenu
text
/Game/ForgeExamples/UI/WBP_IFMainMenu.WBP_IFMainMenu
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
MenuPanel : IFSurface
VerticalBox_0 : VerticalBox
Overline : IFText — ASHENFORGE
Identity : WBP_IFTitle_C
SizeBox_1 : SizeBox
Choice0 : IFCommandButton
SizeBox_2 : SizeBox
Choice1 : IFCommandButton
SizeBox_3 : SizeBox
Choice2 : IFCommandButton
SizeBox_4 : SizeBox
Choice3 : IFCommandButton
SizeBox_5 : SizeBox
Choice4 : IFCommandButton
SizeBox_6 : SizeBox
Choice5 : IFCommandButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event InitializeScreen [K2Node_Event]
then -> #5.execute, Data -> #5.Data
#5 Parent: InitializeScreen [K2Node_CallParentFunction]
then -> #7.execute
#6 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #7.Object
#7 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #8.self
#8 Get bEnabled [K2Node_VariableGet]
bEnabled -> #9.Condition
#9 Branch [K2Node_IfThenElse]
then -> #15.execute, else -> #11.execute
#10 Get Choice0 [K2Node_VariableGet]
Choice0 -> #11.self
#11 Set Button Role Target is IFButton [K2Node_CallFunction]
then -> #13.execute
#12 Get Choice1 [K2Node_VariableGet]
Choice1 -> #13.self
#13 Set Button Role Target is IFButton [K2Node_CallFunction]
#14 Get Choice0 [K2Node_VariableGet]
Choice0 -> #15.self
#15 Set Button Role Target is IFButton [K2Node_CallFunction]
then -> #17.execute
#16 Get Choice1 [K2Node_VariableGet]
Choice1 -> #17.self
#17 Set Button Role Target is IFButton [K2Node_CallFunction]WBP_IFMenuButton
text
/Game/ForgeExamples/UI/WBP_IFMenuButton.WBP_IFMenuButton
parent: /Script/InterfaceForge.IFCommandButton
FocusBorder : Border
HorizontalBox_0 : HorizontalBox
LabelWidget : IFText — Menu
PromptSeparator : IFText — ·
ActionPrompt : IFActionPrompt
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFOrderEntry
text
/Game/ForgeExamples/UI/WBP_IFOrderEntry.WBP_IFOrderEntry
parent: /Script/InterfaceForge.IFReadoutEntry
SizeBox_0 : SizeBox
Overlay_0 : Overlay
EntryCommand : WBP_IFAbilityButton_C
VerticalBox_0 : VerticalBox
SizeBox_1 : SizeBox
CanvasPanel_0 : CanvasPanel
IconImage : Image
ActionPrompt : IFActionPrompt
TitleText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFPartyFrame
text
/Game/ForgeExamples/UI/WBP_IFPartyFrame.WBP_IFPartyFrame
parent: /Script/InterfaceForge.IFReadoutEntry
Frame : IFSurface
HorizontalBox_0 : HorizontalBox
VerticalBox_0 : VerticalBox
TitleText : IFText
FractionBar : IFProgressWidget
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFPartyTargetEntry
text
/Game/ForgeExamples/UI/WBP_IFPartyTargetEntry.WBP_IFPartyTargetEntry
parent: /Script/InterfaceForge.IFReadoutEntry
Overlay_0 : Overlay
EntryCommand : WBP_IFAbilityButton_C
Border_0 : Border
VerticalBox_0 : VerticalBox
TitleText : IFText
FractionBar : IFProgressWidget
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFPause
text
/Game/ForgeExamples/UI/WBP_IFPause.WBP_IFPause
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
MenuPanel : IFSurface
VerticalBox_0 : VerticalBox
Overline : IFText — CITADEL COMPANY
Heading : IFText — PAUSED
SizeBox_1 : SizeBox
Choice0 : IFCommandButton
SizeBox_2 : SizeBox
Choice1 : IFCommandButton
SizeBox_3 : SizeBox
Choice2 : IFCommandButton
SizeBox_4 : SizeBox
Choice3 : IFCommandButton
SizeBox_5 : SizeBox
Choice4 : IFCommandButton
SizeBox_6 : SizeBox
Choice5 : IFCommandButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFPlainReadout
text
/Game/ForgeExamples/UI/WBP_IFPlainReadout.WBP_IFPlainReadout
parent: /Script/InterfaceForge.IFReadoutEntry
VerticalBox_0 : VerticalBox
TitleText : IFText
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFQuestJournal
text
/Game/ForgeExamples/UI/WBP_IFQuestJournal.WBP_IFQuestJournal
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
JournalPanel : IFSurface
VerticalBox_0 : VerticalBox
WindowHeader : IFSurface
HorizontalBox_1 : HorizontalBox
Heading : IFText — FIELD JOURNAL
SizeBox_1 : SizeBox
HeaderClose : IFCommandButton
ScrollBox_0 : ScrollBox
VerticalBox_1 : VerticalBox
QuestStory : WBP_IFQuestStory_C
QuestObjective : WBP_IFReadout_C
HorizontalBox_0 : HorizontalBox
Track : IFCommandButton
Return : IFCommandButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFQuestStory
text
/Game/ForgeExamples/UI/WBP_IFQuestStory.WBP_IFQuestStory
parent: /Script/InterfaceForge.IFReadoutEntry
VerticalBox_0 : VerticalBox
TitleText : IFText
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRTSHUD
text
/Game/ForgeExamples/UI/WBP_IFRTSHUD.WBP_IFRTSHUD
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
SelectionOverlay : IFSelectionOverlay
HUDLayout : WBP_IFRTSLayout_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRTSLayout
text
/Game/ForgeExamples/UI/WBP_IFRTSLayout.WBP_IFRTSLayout
parent: /Script/InterfaceForge.IFHUDLayout
CanvasPanel_0 : CanvasPanel
Resources : IFSurface
HorizontalBox_0 : HorizontalBox
Gold : WBP_IFStatChip_C
Population : WBP_IFStatChip_C
Clock : WBP_IFStatChip_C
Gate : WBP_IFReadout_C
Objective : WBP_IFReadout_C
Roster : WBP_IFArmyRoster_C
OrdersDock : VerticalBox
Pause : IFCommandButton
HorizontalBox_1 : HorizontalBox
Queue : WBP_IFReadout_C
SizeBox_5 : SizeBox
CancelQueue : IFCommandButton
Commands : IFSurface
VerticalBox_0 : VerticalBox
CommandHeading : IFText — ORDERS
HorizontalBox_2 : HorizontalBox
SizeBox_6 : SizeBox
Order0 : WBP_IFOrderEntry_C
SizeBox_7 : SizeBox
Order1 : WBP_IFOrderEntry_C
SizeBox_8 : SizeBox
Order2 : WBP_IFOrderEntry_C
HorizontalBox_3 : HorizontalBox
SizeBox_9 : SizeBox
Order3 : WBP_IFOrderEntry_C
SizeBox_10 : SizeBox
Order4 : WBP_IFOrderEntry_C
SizeBox_11 : SizeBox
Order5 : WBP_IFOrderEntry_C
Orders : WBP_IFPlainReadout_C
Minimap : IFSurface
VerticalBox_1 : VerticalBox
MapTitle : IFText — EASTERN GATE N
MapView : IFMapView
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFRTSWorldLabel
text
/Game/ForgeExamples/UI/WBP_IFRTSWorldLabel.WBP_IFRTSWorldLabel
parent: /Script/InterfaceForge.IFReadoutEntry
SizeBox_0 : SizeBox
FractionBar : IFProgressWidget
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFReadout
text
/Game/ForgeExamples/UI/WBP_IFReadout.WBP_IFReadout
parent: /Script/InterfaceForge.IFReadoutEntry
Frame : IFSurface
VerticalBox_0 : VerticalBox
TitleText : IFText
FractionBar : IFProgressWidget
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFResourceRow
text
/Game/ForgeExamples/UI/WBP_IFResourceRow.WBP_IFResourceRow
parent: /Script/InterfaceForge.IFReadoutEntry
VerticalBox_0 : VerticalBox
HorizontalBox_0 : HorizontalBox
TitleText : IFText
DetailText : IFText
FractionBar : IFProgressWidget
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFSettings
text
/Game/ForgeExamples/UI/WBP_IFSettings.WBP_IFSettings
parent: /Script/InterfaceForge.IFScreen
variable OwnsSettingsSession : bool
variable OriginalLanguage : string
variable OriginalLocale : string
CanvasPanel_0 : CanvasPanel
Border_0 : Border
SettingsFit : ScaleBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
IFText_0 : IFText — Settings
ScrollBox_0 : IFScrollBox
VerticalBox_1 : VerticalBox
HorizontalBox_0 : HorizontalBox
IFText_1 : IFText — Interface scale
ScaleControlValue : IFText
ScaleControl : Slider
HorizontalBox_1 : HorizontalBox
IFText_2 : IFText — Text size
TextControlValue : IFText
TextControl : Slider
HorizontalBox_2 : HorizontalBox
IFText_3 : IFText — UI feedback
UIAudioControlValue : IFText
UIAudioControl : Slider
HorizontalBox_3 : HorizontalBox
IFText_4 : IFText — Game audio
GameAudioControlValue : IFText
GameAudioControl : Slider
MotionChoice : WBP_ForgeActionButton_C
HorizontalBox_4 : HorizontalBox
ControlsChoice : WBP_ForgeActionButton_C
ListenChoice : WBP_ForgeActionButton_C
LanguageHeading : IFText — Language
HorizontalBox_5 : HorizontalBox
EnglishChoice : IFButton
TurkishChoice : IFButton
DefaultsChoice : WBP_ForgeActionButton_C
SettingsStatus : IFText
ResponsiveFooter : WrapBox
ApplyChoice : WBP_ForgeActionButton_C
CancelChoice : WBP_ForgeActionButton_C
graph BP_OnHandleBackAction
#1 On Handle Back Action [K2Node_FunctionEntry]
then -> #3.execute
#2 Return Node [K2Node_FunctionResult]
#3 Cancel Settings Target is WBP IFSettings [K2Node_CallFunction]
then -> #2.execute
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnInitialized [K2Node_Event]
then -> #6.execute
#5 Get ScaleControl [K2Node_VariableGet]
ScaleControl -> #6.InitialFocus
#6 Set InitialFocus [K2Node_VariableSet]
#7 RefreshSettings Custom Event [K2Node_CustomEvent]
then -> #11.execute
#8 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #9.self
#9 Get Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
ReturnValue -> #11.InValue, ReturnValue -> #12.Value
#10 Get ScaleControl [K2Node_VariableGet]
ScaleControl -> #11.self
#11 Set Value Target is Slider [K2Node_CallFunction]
then -> #14.execute
#12 As Percent [K2Node_CallFunction]
ReturnValue -> #14.InText
#13 Get ScaleControlValue [K2Node_VariableGet]
ScaleControlValue -> #14.self
#14 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #18.execute
#15 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #16.self
#16 Get Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
ReturnValue -> #18.InValue, ReturnValue -> #19.Value
#17 Get TextControl [K2Node_VariableGet]
TextControl -> #18.self
#18 Set Value Target is Slider [K2Node_CallFunction]
then -> #21.execute
#19 As Percent [K2Node_CallFunction]
ReturnValue -> #21.InText
#20 Get TextControlValue [K2Node_VariableGet]
TextControlValue -> #21.self
#21 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #25.execute
#22 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #23.self
#23 Get Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
ReturnValue -> #25.InValue, ReturnValue -> #26.Value
#24 Get UIAudioControl [K2Node_VariableGet]
UIAudioControl -> #25.self
#25 Set Value Target is Slider [K2Node_CallFunction]
then -> #28.execute
#26 As Percent [K2Node_CallFunction]
ReturnValue -> #28.InText
#27 Get UIAudioControlValue [K2Node_VariableGet]
UIAudioControlValue -> #28.self
#28 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #32.execute
#29 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #30.self
#30 Get Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
ReturnValue -> #32.InValue, ReturnValue -> #33.Value
#31 Get GameAudioControl [K2Node_VariableGet]
GameAudioControl -> #32.self
#32 Set Value Target is Slider [K2Node_CallFunction]
then -> #35.execute
#33 As Percent [K2Node_CallFunction]
ReturnValue -> #35.InText
#34 Get GameAudioControlValue [K2Node_VariableGet]
GameAudioControlValue -> #35.self
#35 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #39.execute
#36 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #37.self
#37 Get Reduced Motion Target is IFSettings Subsystem [K2Node_CallFunction]
ReturnValue -> #39.Condition
#38 Get MotionChoice [K2Node_VariableGet]
MotionChoice -> #40.self, MotionChoice -> #41.self
#39 Branch [K2Node_IfThenElse]
then -> #40.execute, else -> #41.execute
#40 Set Label Target is IFButton [K2Node_CallFunction]
#41 Set Label Target is IFButton [K2Node_CallFunction]
#42 CancelSettings Custom Event [K2Node_CustomEvent]
then -> #44.execute
#43 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #44.Condition
#44 Branch [K2Node_IfThenElse]
then -> #45.execute, else -> #48.execute
#45 Set OwnsSettingsSession [K2Node_VariableSet]
then -> #142.execute
#46 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #47.self
#47 Cancel Target is IFSettings Subsystem [K2Node_CallFunction]
then -> #48.execute
#48 Deactivate Widget Target is Common Activatable Widget [K2Node_CallFunction]
#49 Event On Activated [K2Node_Event]
then -> #51.execute
#50 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #51.Condition
#51 Branch [K2Node_IfThenElse]
then -> #56.execute, else -> #53.execute
#52 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #53.self
#53 Begin Edit Target is IFSettings Subsystem [K2Node_CallFunction]
then -> #148.execute, ReturnValue -> #54.OwnsSettingsSession, ReturnValue -> #55.Condition
#54 Set OwnsSettingsSession [K2Node_VariableSet]
then -> #55.execute
#55 Branch [K2Node_IfThenElse]
then -> #56.execute, else -> #58.execute
#56 Refresh Settings Target is WBP IFSettings [K2Node_CallFunction]
#57 Get SettingsStatus [K2Node_VariableGet]
SettingsStatus -> #58.self
#58 SetText (Text) Target is Text [K2Node_CallFunction]
#59 Event OnPreferencesUpdated [K2Node_Event]
then -> #60.execute
#60 Refresh Settings Target is WBP IFSettings [K2Node_CallFunction]
#61 On Value Changed (ScaleControl) [K2Node_ComponentBoundEvent]
then -> #63.execute, Value -> #65.Value
#62 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #63.Condition
#63 Branch [K2Node_IfThenElse]
then -> #65.execute
#64 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #65.self
#65 Set Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
#66 On Value Changed (TextControl) [K2Node_ComponentBoundEvent]
then -> #68.execute, Value -> #70.Value
#67 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #68.Condition
#68 Branch [K2Node_IfThenElse]
then -> #70.execute
#69 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #70.self
#70 Set Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
#71 On Value Changed (UIAudioControl) [K2Node_ComponentBoundEvent]
then -> #73.execute, Value -> #75.Value
#72 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #73.Condition
#73 Branch [K2Node_IfThenElse]
then -> #75.execute
#74 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #75.self
#75 Set Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
#76 On Value Changed (GameAudioControl) [K2Node_ComponentBoundEvent]
then -> #78.execute, Value -> #80.Value
#77 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #78.Condition
#78 Branch [K2Node_IfThenElse]
then -> #80.execute
#79 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #80.self
#80 Set Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
#81 On Clicked (MotionChoice) [K2Node_ComponentBoundEvent]
then -> #83.execute
#82 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #83.Condition
#83 Branch [K2Node_IfThenElse]
then -> #88.execute
#84 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #85.self
#85 Get Reduced Motion Target is IFSettings Subsystem [K2Node_CallFunction]
ReturnValue -> #86.A
#86 NOT Boolean [K2Node_CallFunction]
ReturnValue -> #88.bValue
#87 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #88.self
#88 Set Reduced Motion Target is IFSettings Subsystem [K2Node_CallFunction]
#89 On Clicked (DefaultsChoice) [K2Node_ComponentBoundEvent]
then -> #91.execute
#90 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #91.Condition
#91 Branch [K2Node_IfThenElse]
then -> #93.execute
#92 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #93.self
#93 Restore Defaults Target is IFSettings Subsystem [K2Node_CallFunction]
then -> #150.execute
#94 On Clicked (CancelChoice) [K2Node_ComponentBoundEvent]
then -> #95.execute
#95 Cancel Settings Target is WBP IFSettings [K2Node_CallFunction]
#96 On Clicked (ApplyChoice) [K2Node_ComponentBoundEvent]
then -> #98.execute
#97 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #98.Condition
#98 Branch [K2Node_IfThenElse]
then -> #100.execute
#99 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #100.self
#100 Apply Target is IFSettings Subsystem [K2Node_CallFunction]
then -> #101.execute, FailureReason -> #104.InText, ReturnValue -> #101.Condition
#101 Branch [K2Node_IfThenElse]
then -> #151.execute, else -> #104.execute
#102 Set OwnsSettingsSession [K2Node_VariableSet]
then -> #103.execute
#103 Deactivate Widget Target is Common Activatable Widget [K2Node_CallFunction]
#104 SetText (Text) Target is Text [K2Node_CallFunction]
#105 Get SettingsStatus [K2Node_VariableGet]
SettingsStatus -> #104.self
#106 On Clicked (ControlsChoice) [K2Node_ComponentBoundEvent]
then -> #108.execute
#107 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #108.self
#108 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
#109 On Clicked (ListenChoice) [K2Node_ComponentBoundEvent]
then -> #110.execute
#110 Play Sound 2D [K2Node_CallFunction]
#111 Event Destruct [K2Node_Event]
then -> #113.execute
#112 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #113.Condition
#113 Branch [K2Node_IfThenElse]
then -> #114.execute
#114 Set OwnsSettingsSession [K2Node_VariableSet]
then -> #155.execute
#115 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #116.self
#116 Cancel Target is IFSettings Subsystem [K2Node_CallFunction]
#117 Event OnThemeUpdated [K2Node_Event]
then -> #120.execute, Theme -> #118.self, Theme -> #121.self, Theme -> #124.self, Theme -> #127.self, Theme -> #130.self, Theme -> #133.self, Theme -> #136.self, Theme -> #139.self
#118 Get Outline [K2Node_VariableGet]
Outline -> #120.InValue
#119 Get ScaleControl [K2Node_VariableGet]
ScaleControl -> #120.self
#120 Set Slider Bar Color Target is Slider [K2Node_CallFunction]
then -> #123.execute
#121 Get Accent [K2Node_VariableGet]
Accent -> #123.InValue
#122 Get ScaleControl [K2Node_VariableGet]
ScaleControl -> #123.self
#123 Set Slider Handle Color Target is Slider [K2Node_CallFunction]
then -> #126.execute
#124 Get Outline [K2Node_VariableGet]
Outline -> #126.InValue
#125 Get TextControl [K2Node_VariableGet]
TextControl -> #126.self
#126 Set Slider Bar Color Target is Slider [K2Node_CallFunction]
then -> #129.execute
#127 Get Accent [K2Node_VariableGet]
Accent -> #129.InValue
#128 Get TextControl [K2Node_VariableGet]
TextControl -> #129.self
#129 Set Slider Handle Color Target is Slider [K2Node_CallFunction]
then -> #132.execute
#130 Get Outline [K2Node_VariableGet]
Outline -> #132.InValue
#131 Get UIAudioControl [K2Node_VariableGet]
UIAudioControl -> #132.self
#132 Set Slider Bar Color Target is Slider [K2Node_CallFunction]
then -> #135.execute
#133 Get Accent [K2Node_VariableGet]
Accent -> #135.InValue
#134 Get UIAudioControl [K2Node_VariableGet]
UIAudioControl -> #135.self
#135 Set Slider Handle Color Target is Slider [K2Node_CallFunction]
then -> #138.execute
#136 Get Outline [K2Node_VariableGet]
Outline -> #138.InValue
#137 Get GameAudioControl [K2Node_VariableGet]
GameAudioControl -> #138.self
#138 Set Slider Bar Color Target is Slider [K2Node_CallFunction]
then -> #141.execute
#139 Get Accent [K2Node_VariableGet]
Accent -> #141.InValue
#140 Get GameAudioControl [K2Node_VariableGet]
GameAudioControl -> #141.self
#141 Set Slider Handle Color Target is Slider [K2Node_CallFunction]
#142 Set Current Language [K2Node_CallFunction]
then -> #143.execute
#143 Set Current Locale [K2Node_CallFunction]
then -> #47.execute
#144 Get OriginalLanguage [K2Node_VariableGet]
OriginalLanguage -> #142.Culture
#145 Get OriginalLocale [K2Node_VariableGet]
OriginalLocale -> #143.Culture
#146 Get Current Language [K2Node_CallFunction]
ReturnValue -> #148.OriginalLanguage
#147 Get Current Locale [K2Node_CallFunction]
ReturnValue -> #149.OriginalLocale
#148 Set OriginalLanguage [K2Node_VariableSet]
then -> #149.execute
#149 Set OriginalLocale [K2Node_VariableSet]
then -> #54.execute
#150 Set Current Language and Locale [K2Node_CallFunction]
#151 Set Current Language [K2Node_CallFunction]
then -> #152.execute
#152 Set Current Locale [K2Node_CallFunction]
then -> #102.execute
#153 Get Current Language [K2Node_CallFunction]
ReturnValue -> #151.Culture
#154 Get Current Locale [K2Node_CallFunction]
ReturnValue -> #152.Culture
#155 Set Current Language [K2Node_CallFunction]
then -> #156.execute
#156 Set Current Locale [K2Node_CallFunction]
then -> #116.execute
#157 Get OriginalLanguage [K2Node_VariableGet]
OriginalLanguage -> #155.Culture
#158 Get OriginalLocale [K2Node_VariableGet]
OriginalLocale -> #156.Culture
#159 On Clicked (EnglishChoice) [K2Node_ComponentBoundEvent]
then -> #161.execute
#160 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #161.Condition
#161 Branch [K2Node_IfThenElse]
then -> #162.execute
#162 Set Current Language and Locale [K2Node_CallFunction]
#163 On Clicked (TurkishChoice) [K2Node_ComponentBoundEvent]
then -> #165.execute
#164 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #165.Condition
#165 Branch [K2Node_IfThenElse]
then -> #166.execute
#166 Set Current Language and Locale [K2Node_CallFunction]
#167 IF Language / Language preview: English (owned draft, not saved) [EdGraphNode_Comment]
#168 IF Language / Language preview: Turkce (owned draft, not saved) [EdGraphNode_Comment]
#169 IF Language / Capture the incoming language and locale when the edit begins [EdGraphNode_Comment]
#170 IF Language / Rollback language before Cancel Settings [EdGraphNode_Comment]
#171 IF Language / Rollback language during owned screen cleanup [EdGraphNode_Comment]
#172 IF Language / Commit engine culture only after UI preference Apply succeeds [EdGraphNode_Comment]
#173 IF Language / Defaults previews the project native culture; Cancel still rolls back [EdGraphNode_Comment]WBP_IFStatChip
text
/Game/ForgeExamples/UI/WBP_IFStatChip.WBP_IFStatChip
parent: /Script/InterfaceForge.IFReadoutEntry
VerticalBox_0 : VerticalBox
TitleText : IFText
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFTitle
text
/Game/ForgeExamples/UI/WBP_IFTitle.WBP_IFTitle
parent: /Script/InterfaceForge.IFReadoutEntry
VerticalBox_0 : VerticalBox
TitleText : IFText
DetailText : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFUnitFrame
text
/Game/ForgeExamples/UI/WBP_IFUnitFrame.WBP_IFUnitFrame
parent: /Script/InterfaceForge.IFReadoutEntry
Frame : IFSurface
HorizontalBox_0 : HorizontalBox
SizeBox_0 : SizeBox
IconImage : Image
VerticalBox_0 : VerticalBox
TitleText : IFText
FractionBar : IFProgressWidget
DetailText : IFText
SecondaryEntry : WBP_IFResourceRow_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_IFWorldLabel
text
/Game/ForgeExamples/UI/WBP_IFWorldLabel.WBP_IFWorldLabel
parent: /Script/InterfaceForge.IFReadoutEntry
SizeBox_0 : SizeBox
VerticalBox_0 : VerticalBox
TitleText : IFText
FractionBar : IFProgressWidget
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]BP_ForgeWorldReadout
text
/Game/UI/Blueprint/BP_ForgeWorldReadout.BP_ForgeWorldReadout
parent: /Script/ForgeExamples.ForgeWorldReadout
graph UserConstructionScript
#1 Construction Script [K2Node_FunctionEntry]
graph EventGraph
#1 Event BeginPlay [K2Node_Event]
#2 Event ActorBeginOverlap [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event CreateReadout [K2Node_Event]
then -> #7.execute, Player -> #7.LocalPlayer, Data -> #7.Data
#5 Get Display [K2Node_VariableGet]
Display -> #7.Component
#6 Get EntryClass [K2Node_VariableGet]
EntryClass -> #7.EntryClass
#7 Set World Entry [K2Node_CallFunction]BP_WatchpostSource
text
/Game/UI/Blueprint/BP_WatchpostSource.BP_WatchpostSource
parent: /Script/InterfaceForge.IFPresentationData
graph EventGraph
graph RequestUIAction
#1 RequestUIAction [K2Node_FunctionEntry]
then -> #10.execute, ActionName -> #3.A, Context -> #4.A
#2 Return Node [K2Node_FunctionResult]
#3 Equal (Name) [K2Node_CallFunction]
ReturnValue -> #8.A
#4 Equal (Object) [K2Node_CallFunction]
ReturnValue -> #8.B
#5 Self-Reference [K2Node_Self]
self -> #4.B
#6 Get Quantity [K2Node_VariableGet]
Quantity -> #7.A, Quantity -> #12.A
#7 integer < integer [K2Node_CallFunction]
ReturnValue -> #9.B
#8 AND Boolean [K2Node_CallFunction]
ReturnValue -> #9.A
#9 AND Boolean [K2Node_CallFunction]
ReturnValue -> #10.Condition
#10 Branch [K2Node_IfThenElse]
then -> #13.execute, else -> #11.execute
#11 Return Node [K2Node_FunctionResult]
#12 int + int [K2Node_CallFunction]
ReturnValue -> #13.Quantity
#13 Set Quantity [K2Node_VariableSet]
then -> #16.execute
#14 Get Quantity [K2Node_VariableGet]
Quantity -> #15.A, Quantity -> #17.A
#15 int * float [K2Node_CallFunction]
ReturnValue -> #16.Fraction
#16 Set Fraction [K2Node_VariableSet]
then -> #18.execute
#17 integer < integer [K2Node_CallFunction]
ReturnValue -> #18.bEnabled
#18 Set bEnabled [K2Node_VariableSet]
then -> #22.execute
#19 Notify Data Changed Target is IFPresentation Data [K2Node_CallFunction]
then -> #2.execute
#20 Get bEnabled [K2Node_VariableGet]
bEnabled -> #21.bPickA
#21 Select Text [K2Node_CallFunction]
ReturnValue -> #22.Detail
#22 Set Detail [K2Node_VariableSet]
then -> #19.execute
graph GetUIModel
#1 GetUIModel [K2Node_FunctionEntry]
then -> #4.execute, ModelName -> #3.A
#2 Return Node [K2Node_FunctionResult]
#3 Equal (Name) [K2Node_CallFunction]
ReturnValue -> #4.Condition
#4 Branch [K2Node_IfThenElse]
then -> #2.execute, else -> #5.execute
#5 Return Node [K2Node_FunctionResult]
#6 Self-Reference [K2Node_Self]
self -> #2.ReturnValueWBP_AshenControls
text
/Game/UI/Blueprint/WBP_AshenControls.WBP_AshenControls
parent: /Script/InterfaceForge.IFScreen
variable OwnsRemapSession : bool
variable RefreshingKeys : bool
CanvasPanel_0 : CanvasPanel
Border_0 : Border
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
IFText_0 : IFText — Controls
ScrollBox_0 : IFScrollBox
VerticalBox_1 : VerticalBox
IFText_1 : IFText — Select next scout · Keyboard / mouse
KeyboardKey : IFKeySelector
IFText_2 : IFText — Select next scout · Controller
ControllerKey : IFKeySelector
IFActionPrompt_0 : IFActionPrompt
RemapStatus : IFText
ResponsiveFooter : WrapBox
ApplyChoice : WBP_ForgeActionButton_C
CancelChoice : WBP_ForgeActionButton_C
DefaultsChoice : WBP_ForgeActionButton_C
graph BP_OnHandleBackAction
#1 On Handle Back Action [K2Node_FunctionEntry]
then -> #3.execute
#2 Return Node [K2Node_FunctionResult]
#3 Cancel Remapping Target is WBP Ashen Controls [K2Node_CallFunction]
then -> #2.execute
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnInitialized [K2Node_Event]
then -> #6.execute
#5 Get KeyboardKey [K2Node_VariableGet]
KeyboardKey -> #6.InitialFocus
#6 Set InitialFocus [K2Node_VariableSet]
#7 RefreshKeys Custom Event [K2Node_CustomEvent]
then -> #8.execute
#8 Set RefreshingKeys [K2Node_VariableSet]
then -> #14.execute
#9 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #10.PlayerController
#10 IFRemapping Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #11.self
#11 Get Registered Preview Key Target is IFRemapping Subsystem [K2Node_CallFunction]
ReturnValue -> #12.Key
#12 Make Input Chord [K2Node_MakeStruct]
InputChord -> #14.InSelectedKey
#13 Get KeyboardKey [K2Node_VariableGet]
KeyboardKey -> #14.self
#14 Set Selected Key Target is Input Key Selector [K2Node_CallFunction]
then -> #20.execute
#15 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #16.PlayerController
#16 IFRemapping Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #17.self
#17 Get Registered Preview Key Target is IFRemapping Subsystem [K2Node_CallFunction]
ReturnValue -> #18.Key
#18 Make Input Chord [K2Node_MakeStruct]
InputChord -> #20.InSelectedKey
#19 Get ControllerKey [K2Node_VariableGet]
ControllerKey -> #20.self
#20 Set Selected Key Target is Input Key Selector [K2Node_CallFunction]
then -> #21.execute
#21 Set RefreshingKeys [K2Node_VariableSet]
#22 CancelRemapping Custom Event [K2Node_CustomEvent]
then -> #24.execute
#23 Get OwnsRemapSession [K2Node_VariableGet]
OwnsRemapSession -> #24.Condition
#24 Branch [K2Node_IfThenElse]
then -> #25.execute, else -> #29.execute
#25 Set OwnsRemapSession [K2Node_VariableSet]
then -> #28.execute
#26 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #27.PlayerController
#27 IFRemapping Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #28.self
#28 Cancel Target is IFRemapping Subsystem [K2Node_CallFunction]
then -> #29.execute
#29 Deactivate Widget Target is Common Activatable Widget [K2Node_CallFunction]
#30 Event On Activated [K2Node_Event]
then -> #33.execute
#31 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #32.PlayerController
#32 IFRemapping Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #33.self
#33 Begin Edit Target is IFRemapping Subsystem [K2Node_CallFunction]
then -> #34.execute, FailureReason -> #36.InText, ReturnValue -> #34.OwnsRemapSession
#34 Set OwnsRemapSession [K2Node_VariableSet]
then -> #36.execute
#35 Get RemapStatus [K2Node_VariableGet]
RemapStatus -> #36.self
#36 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #37.execute
#37 Refresh Keys Target is WBP Ashen Controls [K2Node_CallFunction]
#38 On Key Selected (KeyboardKey) [K2Node_ComponentBoundEvent]
then -> #40.execute, SelectedKey -> #43.InputChord
#39 Get OwnsRemapSession [K2Node_VariableGet]
OwnsRemapSession -> #40.Condition
#40 Branch [K2Node_IfThenElse]
then -> #42.execute
#41 Get RefreshingKeys [K2Node_VariableGet]
RefreshingKeys -> #42.Condition
#42 Branch [K2Node_IfThenElse]
else -> #46.execute
#43 Break Input Chord [K2Node_BreakStruct]
Key -> #46.Key
#44 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #45.PlayerController
#45 IFRemapping Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #46.self
#46 Stage Registered Key Target is IFRemapping Subsystem [K2Node_CallFunction]
then -> #47.execute, FailureReason -> #49.InText, ReturnValue -> #47.Condition
#47 Branch [K2Node_IfThenElse]
then -> #54.execute, else -> #49.execute
#48 Get RemapStatus [K2Node_VariableGet]
RemapStatus -> #49.self
#49 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #50.execute
#50 Refresh Keys Target is WBP Ashen Controls [K2Node_CallFunction]
#51 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #52.PlayerController
#52 IFRemapping Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #53.self
#53 Has Pending Changes Target is IFRemapping Subsystem [K2Node_CallFunction]
ReturnValue -> #54.Condition
#54 Branch [K2Node_IfThenElse]
then -> #56.execute, else -> #58.execute
#55 Get RemapStatus [K2Node_VariableGet]
RemapStatus -> #56.self
#56 SetText (Text) Target is Text [K2Node_CallFunction]
#57 Get RemapStatus [K2Node_VariableGet]
RemapStatus -> #58.self
#58 SetText (Text) Target is Text [K2Node_CallFunction]
#59 On Key Selected (ControllerKey) [K2Node_ComponentBoundEvent]
then -> #61.execute, SelectedKey -> #64.InputChord
#60 Get OwnsRemapSession [K2Node_VariableGet]
OwnsRemapSession -> #61.Condition
#61 Branch [K2Node_IfThenElse]
then -> #63.execute
#62 Get RefreshingKeys [K2Node_VariableGet]
RefreshingKeys -> #63.Condition
#63 Branch [K2Node_IfThenElse]
else -> #67.execute
#64 Break Input Chord [K2Node_BreakStruct]
Key -> #67.Key
#65 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #66.PlayerController
#66 IFRemapping Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #67.self
#67 Stage Registered Key Target is IFRemapping Subsystem [K2Node_CallFunction]
then -> #68.execute, FailureReason -> #70.InText, ReturnValue -> #68.Condition
#68 Branch [K2Node_IfThenElse]
then -> #75.execute, else -> #70.execute
#69 Get RemapStatus [K2Node_VariableGet]
RemapStatus -> #70.self
#70 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #71.execute
#71 Refresh Keys Target is WBP Ashen Controls [K2Node_CallFunction]
#72 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #73.PlayerController
#73 IFRemapping Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #74.self
#74 Has Pending Changes Target is IFRemapping Subsystem [K2Node_CallFunction]
ReturnValue -> #75.Condition
#75 Branch [K2Node_IfThenElse]
then -> #77.execute, else -> #79.execute
#76 Get RemapStatus [K2Node_VariableGet]
RemapStatus -> #77.self
#77 SetText (Text) Target is Text [K2Node_CallFunction]
#78 Get RemapStatus [K2Node_VariableGet]
RemapStatus -> #79.self
#79 SetText (Text) Target is Text [K2Node_CallFunction]
#80 On Clicked (DefaultsChoice) [K2Node_ComponentBoundEvent]
then -> #82.execute
#81 Get OwnsRemapSession [K2Node_VariableGet]
OwnsRemapSession -> #82.Condition
#82 Branch [K2Node_IfThenElse]
then -> #85.execute
#83 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #84.PlayerController
#84 IFRemapping Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #85.self
#85 Stage Registered Default Target is IFRemapping Subsystem [K2Node_CallFunction]
then -> #88.execute
#86 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #87.PlayerController
#87 IFRemapping Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #88.self
#88 Stage Registered Default Target is IFRemapping Subsystem [K2Node_CallFunction]
then -> #90.execute
#89 Get RemapStatus [K2Node_VariableGet]
RemapStatus -> #90.self
#90 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #91.execute
#91 Refresh Keys Target is WBP Ashen Controls [K2Node_CallFunction]
#92 On Clicked (CancelChoice) [K2Node_ComponentBoundEvent]
then -> #93.execute
#93 Cancel Remapping Target is WBP Ashen Controls [K2Node_CallFunction]
#94 On Clicked (ApplyChoice) [K2Node_ComponentBoundEvent]
then -> #96.execute
#95 Get OwnsRemapSession [K2Node_VariableGet]
OwnsRemapSession -> #96.Condition
#96 Branch [K2Node_IfThenElse]
then -> #99.execute
#97 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #98.PlayerController
#98 IFRemapping Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #99.self
#99 Apply Target is IFRemapping Subsystem [K2Node_CallFunction]
then -> #100.execute, FailureReason -> #104.InText, ReturnValue -> #100.Condition
#100 Branch [K2Node_IfThenElse]
then -> #101.execute, else -> #104.execute
#101 Set OwnsRemapSession [K2Node_VariableSet]
then -> #102.execute
#102 Deactivate Widget Target is Common Activatable Widget [K2Node_CallFunction]
#103 Get RemapStatus [K2Node_VariableGet]
RemapStatus -> #104.self
#104 SetText (Text) Target is Text [K2Node_CallFunction]
#105 Event Destruct [K2Node_Event]
then -> #107.execute
#106 Get OwnsRemapSession [K2Node_VariableGet]
OwnsRemapSession -> #107.Condition
#107 Branch [K2Node_IfThenElse]
then -> #108.execute
#108 Set OwnsRemapSession [K2Node_VariableSet]
then -> #111.execute
#109 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #110.PlayerController
#110 IFRemapping Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #111.self
#111 Cancel Target is IFRemapping Subsystem [K2Node_CallFunction]WBP_AshenMainMenu
text
/Game/UI/Blueprint/WBP_AshenMainMenu.WBP_AshenMainMenu
parent: /Script/InterfaceForge.IFScreen
variable ReduceMenuMotion : bool
animation MenuArrive
CanvasPanel_0 : CanvasPanel
ResponsiveCardFit : ScaleBox
SizeBox_0 : SizeBox
MenuSurface : IFSurface
MenuColumn : VerticalBox
MenuIdentityBand : HorizontalBox
MenuPublisher : IFText — ASHENFORGE
MenuNavigationCues : HorizontalBox
NavigationAcceptIcon : CommonActionWidget
NavigationAcceptKey : IFText
NavigationAcceptLabel : IFText
NavigationBackIcon : CommonActionWidget
NavigationBackKey : IFText
NavigationBackLabel : IFText
MenuTitleBounds : SizeBox
MenuTitleFit : ScaleBox
MainTitle : IFText — ASHEN REACH
MenuDetailBounds : SizeBox
MenuReading : IFScrollBox
MainDetail : IFText — Secure the eastern road. Bring your expedition home.
MenuActions : IFScrollBox
MenuChoices : VerticalBox
PrimaryChoice : WBP_ForgeActionButton_C
SettingsChoice : WBP_ForgeActionButton_C
OtherWorldChoice : WBP_ForgeActionButton_C
ExitChoice : WBP_ForgeActionButton_C
graph BP_OnHandleBackAction
#1 On Handle Back Action [K2Node_FunctionEntry]
then -> #3.execute
#2 Return Node [K2Node_FunctionResult]
#3 Open Exit Confirmation Target is WBP Ashen Main Menu [K2Node_CallFunction]
then -> #2.execute
graph ReadMenuText
#1 ReadMenuText [K2Node_FunctionEntry]
then -> #5.execute, ModelName -> #4.ModelName, FallbackText -> #3.ReturnValue, ReadDetail -> #8.bPickA
#2 Return Node [K2Node_FunctionResult]
#3 Return Node [K2Node_FunctionResult]
#4 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #5.Object
#5 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #10.execute, CastFailed -> #3.execute, AsIFPresentation Data -> #6.self, AsIFPresentation Data -> #7.self
#6 Get Title [K2Node_VariableGet]
Title -> #8.B
#7 Get Detail [K2Node_VariableGet]
Detail -> #8.A
#8 Select Text [K2Node_CallFunction]
ReturnValue -> #9.InText, ReturnValue -> #2.ReturnValue
#9 Text Is Empty [K2Node_CallFunction]
ReturnValue -> #10.Condition
#10 Branch [K2Node_IfThenElse]
then -> #3.execute, else -> #2.execute
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
then -> #83.execute
#3 Event Tick [K2Node_Event]
#4 Event OnInitialized [K2Node_Event]
then -> #6.execute
#5 Get PrimaryChoice [K2Node_VariableGet]
PrimaryChoice -> #6.InitialFocus
#6 Set InitialFocus [K2Node_VariableSet]
#7 On Clicked (PrimaryChoice) [K2Node_ComponentBoundEvent]
then -> #8.execute
#8 Request UIAction Target is IFScreen [K2Node_CallFunction]
#9 On Clicked (SettingsChoice) [K2Node_ComponentBoundEvent]
then -> #37.execute
#10 Get Root Layout Target is IFScreen [K2Node_CallFunction]
#11 On Clicked (ExitChoice) [K2Node_ComponentBoundEvent]
then -> #26.execute
#12 OpenExitConfirmation Custom Event [K2Node_CustomEvent]
then -> #13.execute
#13 Construct IFDialog Data [K2Node_GenericCreateObject]
then -> #55.execute, ReturnValue -> #15.self, ReturnValue -> #16.self, ReturnValue -> #17.self, ReturnValue -> #18.self, ReturnValue -> #19.self, ReturnValue -> #25.Data
#14 Self-Reference [K2Node_Self]
self -> #13.self
#15 Set Title [K2Node_VariableSet]
then -> #56.execute
#16 Set Message [K2Node_VariableSet]
then -> #57.execute
#17 Set ConfirmLabel [K2Node_VariableSet]
then -> #18.execute
#18 Set CancelLabel [K2Node_VariableSet]
then -> #19.execute
#19 Bind Event to On Completed [K2Node_AddDelegate]
then -> #25.execute
#20 HandleConfirmation Custom Event [K2Node_CustomEvent]
OutputDelegate -> #19.Delegate, then -> #22.execute, Result -> #21.A
#21 Equal (Byte) [K2Node_CallFunction]
ReturnValue -> #22.Condition
#22 Branch [K2Node_IfThenElse]
then -> #23.execute
#23 Request UIAction Target is IFScreen [K2Node_CallFunction]
#24 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #25.self
#25 Push Dialog Target is IFRoot Layout [K2Node_CallFunction]
#26 Open Exit Confirmation Target is WBP Ashen Main Menu [K2Node_CallFunction]
#27 Event InitializeScreen [K2Node_Event]
then -> #28.execute, Data -> #28.Data
#28 Parent: InitializeScreen [K2Node_CallParentFunction]
then -> #54.execute
#29 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #30.Object
#30 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #33.execute, AsIFPresentation Data -> #31.self, AsIFPresentation Data -> #34.self
#31 Get Title [K2Node_VariableGet]
Title -> #33.InText
#32 Get MainTitle [K2Node_VariableGet]
MainTitle -> #33.self
#33 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #36.execute
#34 Get Detail [K2Node_VariableGet]
Detail -> #36.InText
#35 Get MainDetail [K2Node_VariableGet]
MainDetail -> #36.self
#36 SetText (Text) Target is Text [K2Node_CallFunction]
#37 Push Screen Async [K2Node_AsyncAction]
Failed -> #42.execute, Reason -> #42.Message
#38 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #37.Root
#39 Self-Reference [K2Node_Self]
self -> #37.Scope, self -> #42.Scope
#40 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #41.PlayerController
#41 IFNotification Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #42.self
#42 Post Notification Target is IFNotification Subsystem [K2Node_CallFunction]
#43 RefreshMenuPresentation Custom Event [K2Node_CustomEvent]
then -> #44.execute
#44 Read Menu Text Target is WBP Ashen Main Menu [K2Node_CallFunction]
then -> #46.execute, ReturnValue -> #46.InText
#45 Get MainTitle [K2Node_VariableGet]
MainTitle -> #46.self
#46 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #47.execute
#47 Read Menu Text Target is WBP Ashen Main Menu [K2Node_CallFunction]
then -> #49.execute, ReturnValue -> #49.InText
#48 Get MainDetail [K2Node_VariableGet]
MainDetail -> #49.self
#49 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #50.execute
#50 Read Menu Text Target is WBP Ashen Main Menu [K2Node_CallFunction]
then -> #52.execute, ReturnValue -> #52.Text
#51 Get PrimaryChoice [K2Node_VariableGet]
PrimaryChoice -> #52.self
#52 Set Label Target is IFButton [K2Node_CallFunction]
#53 Refresh Menu Presentation Target is WBP Ashen Main Menu [K2Node_CallFunction]
#54 Sequence [K2Node_ExecutionSequence]
then_0 -> #30.execute, then_1 -> #53.execute
#55 Read Menu Text Target is WBP Ashen Main Menu [K2Node_CallFunction]
then -> #15.execute, ReturnValue -> #15.Title
#56 Read Menu Text Target is WBP Ashen Main Menu [K2Node_CallFunction]
then -> #16.execute, ReturnValue -> #16.Message
#57 Read Menu Text Target is WBP Ashen Main Menu [K2Node_CallFunction]
then -> #17.execute, ReturnValue -> #17.ConfirmLabel
#58 Event On Activated [K2Node_Event]
then -> #143.execute
#59 Sequence [K2Node_ExecutionSequence]
then_1 -> #61.execute
#60 Get MenuArrive [K2Node_VariableGet]
MenuArrive -> #61.InAnimation
#61 Stop Animation Target is User Widget [K2Node_CallFunction]
then -> #63.execute
#62 Get MenuSurface [K2Node_VariableGet]
MenuSurface -> #63.self
#63 Set Render Opacity Target is Widget [K2Node_CallFunction]
then -> #65.execute
#64 Get ReduceMenuMotion [K2Node_VariableGet]
ReduceMenuMotion -> #65.Condition
#65 Branch [K2Node_IfThenElse]
else -> #66.execute
#66 Play Animation Target is User Widget [K2Node_CallFunction]
#67 Get MenuArrive [K2Node_VariableGet]
MenuArrive -> #66.InAnimation
#68 Event On Deactivated [K2Node_Event]
then -> #69.execute
#69 Sequence [K2Node_ExecutionSequence]
then_1 -> #71.execute
#70 Get MenuArrive [K2Node_VariableGet]
MenuArrive -> #71.InAnimation
#71 Stop Animation Target is User Widget [K2Node_CallFunction]
then -> #73.execute
#72 Get MenuSurface [K2Node_VariableGet]
MenuSurface -> #73.self
#73 Set Render Opacity Target is Widget [K2Node_CallFunction]
#74 Event OnPreferencesUpdated [K2Node_Event]
then -> #75.execute, Preferences -> #76.IFUIPreferences
#75 Sequence [K2Node_ExecutionSequence]
then_1 -> #77.execute
#76 Break IFUIPreferences [K2Node_BreakStruct]
bReducedMotion -> #77.ReduceMenuMotion, bReducedMotion -> #78.Condition
#77 Set ReduceMenuMotion [K2Node_VariableSet]
then -> #78.execute
#78 Branch [K2Node_IfThenElse]
then -> #80.execute
#79 Get MenuArrive [K2Node_VariableGet]
MenuArrive -> #80.InAnimation
#80 Stop Animation Target is User Widget [K2Node_CallFunction]
then -> #82.execute
#81 Get MenuSurface [K2Node_VariableGet]
MenuSurface -> #82.self
#82 Set Render Opacity Target is Widget [K2Node_CallFunction]
#83 Sequence [K2Node_ExecutionSequence]
then_1 -> #86.execute
#84 Get Default Accept Action [K2Node_CallFunction]
ReturnValue -> #86.InputActionRow
#85 Get NavigationAcceptIcon [K2Node_VariableGet]
NavigationAcceptIcon -> #86.self
#86 Set Input Action Target is Common Action Widget [K2Node_CallFunction]
then -> #89.execute
#87 Get Default Back Action [K2Node_CallFunction]
ReturnValue -> #89.InputActionRow
#88 Get NavigationBackIcon [K2Node_VariableGet]
NavigationBackIcon -> #89.self
#89 Set Input Action Target is Common Action Widget [K2Node_CallFunction]
then -> #91.execute
#90 RefreshMenuNavigation Custom Event [K2Node_CustomEvent]
then -> #101.execute
#91 Refresh Menu Navigation Target is WBP Ashen Main Menu [K2Node_CallFunction]
#92 Event OnInputPresentationUpdated [K2Node_Event]
then -> #93.execute
#93 Sequence [K2Node_ExecutionSequence]
then_1 -> #94.execute
#94 Refresh Menu Navigation Target is WBP Ashen Main Menu [K2Node_CallFunction]
#95 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #96.PlayerController
#96 IFInput Presentation Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #97.self
#97 Get Input Presentation Target is IFInput Presentation Subsystem [K2Node_CallFunction]
ReturnValue -> #98.A, ReturnValue -> #99.A
#98 Equal (Byte) [K2Node_CallFunction]
ReturnValue -> #100.A
#99 Equal (Byte) [K2Node_CallFunction]
ReturnValue -> #100.B
#100 OR Boolean [K2Node_CallFunction]
ReturnValue -> #101.Condition
#101 Branch [K2Node_IfThenElse]
then -> #103.execute, else -> #104.execute
#102 Get MenuNavigationCues [K2Node_VariableGet]
MenuNavigationCues -> #103.self, MenuNavigationCues -> #104.self
#103 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #108.execute
#104 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #108.execute
#105 Get NavigationAcceptIcon [K2Node_VariableGet]
NavigationAcceptIcon -> #106.self, NavigationAcceptIcon -> #115.self
#106 Get Display Text Target is Common Action Widget [K2Node_CallFunction]
ReturnValue -> #108.InText
#107 Get NavigationAcceptLabel [K2Node_VariableGet]
NavigationAcceptLabel -> #108.self
#108 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #114.execute
#109 Get Default Accept Action [K2Node_CallFunction]
ReturnValue -> #111.Action
#110 Self-Reference [K2Node_Self]
self -> #111.Widget
#111 Get Navigation Action Key [K2Node_CallFunction]
ReturnValue -> #112.Key
#112 Get Key Display Name [K2Node_CallFunction]
ReturnValue -> #114.InText
#113 Get NavigationAcceptKey [K2Node_VariableGet]
NavigationAcceptKey -> #114.self
#114 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #119.execute
#115 Get Icon Target is Common Action Widget [K2Node_CallFunction]
ReturnValue -> #116.Brush
#116 Get Brush Resource [K2Node_CallFunction]
ReturnValue -> #117.Object
#117 Is Valid [K2Node_CallFunction]
ReturnValue -> #118.A
#118 NOT Boolean [K2Node_CallFunction]
ReturnValue -> #119.Condition
#119 Branch [K2Node_IfThenElse]
then -> #121.execute, else -> #122.execute
#120 Get NavigationAcceptKey [K2Node_VariableGet]
NavigationAcceptKey -> #121.self, NavigationAcceptKey -> #122.self
#121 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #126.execute
#122 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #126.execute
#123 Get NavigationBackIcon [K2Node_VariableGet]
NavigationBackIcon -> #124.self, NavigationBackIcon -> #133.self
#124 Get Display Text Target is Common Action Widget [K2Node_CallFunction]
ReturnValue -> #126.InText
#125 Get NavigationBackLabel [K2Node_VariableGet]
NavigationBackLabel -> #126.self
#126 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #132.execute
#127 Get Default Back Action [K2Node_CallFunction]
ReturnValue -> #129.Action
#128 Self-Reference [K2Node_Self]
self -> #129.Widget
#129 Get Navigation Action Key [K2Node_CallFunction]
ReturnValue -> #130.Key
#130 Get Key Display Name [K2Node_CallFunction]
ReturnValue -> #132.InText
#131 Get NavigationBackKey [K2Node_VariableGet]
NavigationBackKey -> #132.self
#132 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #137.execute
#133 Get Icon Target is Common Action Widget [K2Node_CallFunction]
ReturnValue -> #134.Brush
#134 Get Brush Resource [K2Node_CallFunction]
ReturnValue -> #135.Object
#135 Is Valid [K2Node_CallFunction]
ReturnValue -> #136.A
#136 NOT Boolean [K2Node_CallFunction]
ReturnValue -> #137.Condition
#137 Branch [K2Node_IfThenElse]
then -> #139.execute, else -> #140.execute
#138 Get NavigationBackKey [K2Node_VariableGet]
NavigationBackKey -> #139.self, NavigationBackKey -> #140.self
#139 Set Visibility Target is Widget [K2Node_CallFunction]
#140 Set Visibility Target is Widget [K2Node_CallFunction]
#141 On Clicked (OtherWorldChoice) [K2Node_ComponentBoundEvent]
then -> #142.execute
#142 Request UIAction Target is IFScreen [K2Node_CallFunction]
#143 Read Menu Text Target is WBP Ashen Main Menu [K2Node_CallFunction]
then -> #145.execute, ReturnValue -> #145.Text
#144 Get OtherWorldChoice [K2Node_VariableGet]
OtherWorldChoice -> #145.self
#145 Set Label Target is IFButton [K2Node_CallFunction]
then -> #59.executeWBP_AshenPause
text
/Game/UI/Blueprint/WBP_AshenPause.WBP_AshenPause
parent: /Script/InterfaceForge.IFScreen
variable ReduceMenuMotion : bool
animation MenuArrive
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ResponsiveCardFit : ScaleBox
SizeBox_0 : SizeBox
MenuSurface : IFSurface
MenuColumn : VerticalBox
MenuIdentityBand : HorizontalBox
MenuPublisher : IFText — EXPEDITION AT REST
MenuNavigationCues : HorizontalBox
NavigationAcceptIcon : CommonActionWidget
NavigationAcceptKey : IFText
NavigationAcceptLabel : IFText
NavigationBackIcon : CommonActionWidget
NavigationBackKey : IFText
NavigationBackLabel : IFText
MenuTitleBounds : SizeBox
MenuTitleFit : ScaleBox
PauseTitle : IFText — Paused
MenuActions : IFScrollBox
MenuChoices : VerticalBox
PrimaryChoice : WBP_ForgeActionButton_C
SettingsChoice : WBP_ForgeActionButton_C
JournalChoice : WBP_ForgeActionButton_C
ExitChoice : WBP_ForgeActionButton_C
graph BP_OnHandleBackAction
#1 On Handle Back Action [K2Node_FunctionEntry]
then -> #3.execute
#2 Return Node [K2Node_FunctionResult]
#3 Deactivate Widget Target is Common Activatable Widget [K2Node_CallFunction]
then -> #2.execute
graph ReadMenuText
#1 ReadMenuText [K2Node_FunctionEntry]
then -> #5.execute, ModelName -> #4.ModelName, FallbackText -> #3.ReturnValue, ReadDetail -> #8.bPickA
#2 Return Node [K2Node_FunctionResult]
#3 Return Node [K2Node_FunctionResult]
#4 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #5.Object
#5 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #10.execute, CastFailed -> #3.execute, AsIFPresentation Data -> #6.self, AsIFPresentation Data -> #7.self
#6 Get Title [K2Node_VariableGet]
Title -> #8.B
#7 Get Detail [K2Node_VariableGet]
Detail -> #8.A
#8 Select Text [K2Node_CallFunction]
ReturnValue -> #9.InText, ReturnValue -> #2.ReturnValue
#9 Text Is Empty [K2Node_CallFunction]
ReturnValue -> #10.Condition
#10 Branch [K2Node_IfThenElse]
then -> #3.execute, else -> #2.execute
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
then -> #74.execute
#3 Event Tick [K2Node_Event]
#4 Event OnInitialized [K2Node_Event]
then -> #6.execute
#5 Get PrimaryChoice [K2Node_VariableGet]
PrimaryChoice -> #6.InitialFocus
#6 Set InitialFocus [K2Node_VariableSet]
#7 On Clicked (PrimaryChoice) [K2Node_ComponentBoundEvent]
then -> #8.execute
#8 Deactivate Widget Target is Common Activatable Widget [K2Node_CallFunction]
#9 On Clicked (SettingsChoice) [K2Node_ComponentBoundEvent]
then -> #11.execute
#10 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #11.self
#11 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
#12 On Clicked (JournalChoice) [K2Node_ComponentBoundEvent]
then -> #14.execute
#13 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #14.self
#14 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
#15 Get ScreenData [K2Node_VariableGet]
ScreenData -> #14.Data
#16 On Clicked (ExitChoice) [K2Node_ComponentBoundEvent]
then -> #31.execute
#17 OpenExitConfirmation Custom Event [K2Node_CustomEvent]
then -> #18.execute
#18 Construct IFDialog Data [K2Node_GenericCreateObject]
then -> #46.execute, ReturnValue -> #20.self, ReturnValue -> #21.self, ReturnValue -> #22.self, ReturnValue -> #23.self, ReturnValue -> #24.self, ReturnValue -> #30.Data
#19 Self-Reference [K2Node_Self]
self -> #18.self
#20 Set Title [K2Node_VariableSet]
then -> #47.execute
#21 Set Message [K2Node_VariableSet]
then -> #48.execute
#22 Set ConfirmLabel [K2Node_VariableSet]
then -> #23.execute
#23 Set CancelLabel [K2Node_VariableSet]
then -> #24.execute
#24 Bind Event to On Completed [K2Node_AddDelegate]
then -> #30.execute
#25 HandleConfirmation Custom Event [K2Node_CustomEvent]
OutputDelegate -> #24.Delegate, then -> #27.execute, Result -> #26.A
#26 Equal (Byte) [K2Node_CallFunction]
ReturnValue -> #27.Condition
#27 Branch [K2Node_IfThenElse]
then -> #28.execute
#28 Request UIAction Target is IFScreen [K2Node_CallFunction]
#29 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #30.self
#30 Push Dialog Target is IFRoot Layout [K2Node_CallFunction]
#31 Open Exit Confirmation Target is WBP Ashen Pause [K2Node_CallFunction]
#32 RefreshMenuPresentation Custom Event [K2Node_CustomEvent]
then -> #33.execute
#33 Read Menu Text Target is WBP Ashen Pause [K2Node_CallFunction]
then -> #35.execute, ReturnValue -> #35.InText
#34 Get MenuPublisher [K2Node_VariableGet]
MenuPublisher -> #35.self
#35 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #36.execute
#36 Read Menu Text Target is WBP Ashen Pause [K2Node_CallFunction]
then -> #38.execute, ReturnValue -> #38.InText
#37 Get PauseTitle [K2Node_VariableGet]
PauseTitle -> #38.self
#38 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #39.execute
#39 Read Menu Text Target is WBP Ashen Pause [K2Node_CallFunction]
then -> #41.execute, ReturnValue -> #41.Text
#40 Get PrimaryChoice [K2Node_VariableGet]
PrimaryChoice -> #41.self
#41 Set Label Target is IFButton [K2Node_CallFunction]
#42 Event InitializeScreen [K2Node_Event]
then -> #43.execute, Data -> #43.Data
#43 Parent: InitializeScreen [K2Node_CallParentFunction]
then -> #45.execute
#44 Refresh Menu Presentation Target is WBP Ashen Pause [K2Node_CallFunction]
#45 Sequence [K2Node_ExecutionSequence]
then_1 -> #44.execute
#46 Read Menu Text Target is WBP Ashen Pause [K2Node_CallFunction]
then -> #20.execute, ReturnValue -> #20.Title
#47 Read Menu Text Target is WBP Ashen Pause [K2Node_CallFunction]
then -> #21.execute, ReturnValue -> #21.Message
#48 Read Menu Text Target is WBP Ashen Pause [K2Node_CallFunction]
then -> #22.execute, ReturnValue -> #22.ConfirmLabel
#49 Event On Activated [K2Node_Event]
then -> #50.execute
#50 Sequence [K2Node_ExecutionSequence]
then_1 -> #52.execute
#51 Get MenuArrive [K2Node_VariableGet]
MenuArrive -> #52.InAnimation
#52 Stop Animation Target is User Widget [K2Node_CallFunction]
then -> #54.execute
#53 Get MenuSurface [K2Node_VariableGet]
MenuSurface -> #54.self
#54 Set Render Opacity Target is Widget [K2Node_CallFunction]
then -> #56.execute
#55 Get ReduceMenuMotion [K2Node_VariableGet]
ReduceMenuMotion -> #56.Condition
#56 Branch [K2Node_IfThenElse]
else -> #57.execute
#57 Play Animation Target is User Widget [K2Node_CallFunction]
#58 Get MenuArrive [K2Node_VariableGet]
MenuArrive -> #57.InAnimation
#59 Event On Deactivated [K2Node_Event]
then -> #60.execute
#60 Sequence [K2Node_ExecutionSequence]
then_1 -> #62.execute
#61 Get MenuArrive [K2Node_VariableGet]
MenuArrive -> #62.InAnimation
#62 Stop Animation Target is User Widget [K2Node_CallFunction]
then -> #64.execute
#63 Get MenuSurface [K2Node_VariableGet]
MenuSurface -> #64.self
#64 Set Render Opacity Target is Widget [K2Node_CallFunction]
#65 Event OnPreferencesUpdated [K2Node_Event]
then -> #66.execute, Preferences -> #67.IFUIPreferences
#66 Sequence [K2Node_ExecutionSequence]
then_1 -> #68.execute
#67 Break IFUIPreferences [K2Node_BreakStruct]
bReducedMotion -> #68.ReduceMenuMotion, bReducedMotion -> #69.Condition
#68 Set ReduceMenuMotion [K2Node_VariableSet]
then -> #69.execute
#69 Branch [K2Node_IfThenElse]
then -> #71.execute
#70 Get MenuArrive [K2Node_VariableGet]
MenuArrive -> #71.InAnimation
#71 Stop Animation Target is User Widget [K2Node_CallFunction]
then -> #73.execute
#72 Get MenuSurface [K2Node_VariableGet]
MenuSurface -> #73.self
#73 Set Render Opacity Target is Widget [K2Node_CallFunction]
#74 Sequence [K2Node_ExecutionSequence]
then_1 -> #77.execute
#75 Get Default Accept Action [K2Node_CallFunction]
ReturnValue -> #77.InputActionRow
#76 Get NavigationAcceptIcon [K2Node_VariableGet]
NavigationAcceptIcon -> #77.self
#77 Set Input Action Target is Common Action Widget [K2Node_CallFunction]
then -> #80.execute
#78 Get Default Back Action [K2Node_CallFunction]
ReturnValue -> #80.InputActionRow
#79 Get NavigationBackIcon [K2Node_VariableGet]
NavigationBackIcon -> #80.self
#80 Set Input Action Target is Common Action Widget [K2Node_CallFunction]
then -> #82.execute
#81 RefreshMenuNavigation Custom Event [K2Node_CustomEvent]
then -> #92.execute
#82 Refresh Menu Navigation Target is WBP Ashen Pause [K2Node_CallFunction]
#83 Event OnInputPresentationUpdated [K2Node_Event]
then -> #84.execute
#84 Sequence [K2Node_ExecutionSequence]
then_1 -> #85.execute
#85 Refresh Menu Navigation Target is WBP Ashen Pause [K2Node_CallFunction]
#86 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #87.PlayerController
#87 IFInput Presentation Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #88.self
#88 Get Input Presentation Target is IFInput Presentation Subsystem [K2Node_CallFunction]
ReturnValue -> #89.A, ReturnValue -> #90.A
#89 Equal (Byte) [K2Node_CallFunction]
ReturnValue -> #91.A
#90 Equal (Byte) [K2Node_CallFunction]
ReturnValue -> #91.B
#91 OR Boolean [K2Node_CallFunction]
ReturnValue -> #92.Condition
#92 Branch [K2Node_IfThenElse]
then -> #94.execute, else -> #95.execute
#93 Get MenuNavigationCues [K2Node_VariableGet]
MenuNavigationCues -> #94.self, MenuNavigationCues -> #95.self
#94 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #99.execute
#95 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #99.execute
#96 Get NavigationAcceptIcon [K2Node_VariableGet]
NavigationAcceptIcon -> #97.self, NavigationAcceptIcon -> #106.self
#97 Get Display Text Target is Common Action Widget [K2Node_CallFunction]
ReturnValue -> #99.InText
#98 Get NavigationAcceptLabel [K2Node_VariableGet]
NavigationAcceptLabel -> #99.self
#99 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #105.execute
#100 Get Default Accept Action [K2Node_CallFunction]
ReturnValue -> #102.Action
#101 Self-Reference [K2Node_Self]
self -> #102.Widget
#102 Get Navigation Action Key [K2Node_CallFunction]
ReturnValue -> #103.Key
#103 Get Key Display Name [K2Node_CallFunction]
ReturnValue -> #105.InText
#104 Get NavigationAcceptKey [K2Node_VariableGet]
NavigationAcceptKey -> #105.self
#105 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #110.execute
#106 Get Icon Target is Common Action Widget [K2Node_CallFunction]
ReturnValue -> #107.Brush
#107 Get Brush Resource [K2Node_CallFunction]
ReturnValue -> #108.Object
#108 Is Valid [K2Node_CallFunction]
ReturnValue -> #109.A
#109 NOT Boolean [K2Node_CallFunction]
ReturnValue -> #110.Condition
#110 Branch [K2Node_IfThenElse]
then -> #112.execute, else -> #113.execute
#111 Get NavigationAcceptKey [K2Node_VariableGet]
NavigationAcceptKey -> #112.self, NavigationAcceptKey -> #113.self
#112 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #117.execute
#113 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #117.execute
#114 Get NavigationBackIcon [K2Node_VariableGet]
NavigationBackIcon -> #115.self, NavigationBackIcon -> #124.self
#115 Get Display Text Target is Common Action Widget [K2Node_CallFunction]
ReturnValue -> #117.InText
#116 Get NavigationBackLabel [K2Node_VariableGet]
NavigationBackLabel -> #117.self
#117 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #123.execute
#118 Get Default Back Action [K2Node_CallFunction]
ReturnValue -> #120.Action
#119 Self-Reference [K2Node_Self]
self -> #120.Widget
#120 Get Navigation Action Key [K2Node_CallFunction]
ReturnValue -> #121.Key
#121 Get Key Display Name [K2Node_CallFunction]
ReturnValue -> #123.InText
#122 Get NavigationBackKey [K2Node_VariableGet]
NavigationBackKey -> #123.self
#123 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #128.execute
#124 Get Icon Target is Common Action Widget [K2Node_CallFunction]
ReturnValue -> #125.Brush
#125 Get Brush Resource [K2Node_CallFunction]
ReturnValue -> #126.Object
#126 Is Valid [K2Node_CallFunction]
ReturnValue -> #127.A
#127 NOT Boolean [K2Node_CallFunction]
ReturnValue -> #128.Condition
#128 Branch [K2Node_IfThenElse]
then -> #130.execute, else -> #131.execute
#129 Get NavigationBackKey [K2Node_VariableGet]
NavigationBackKey -> #130.self, NavigationBackKey -> #131.self
#130 Set Visibility Target is Widget [K2Node_CallFunction]
#131 Set Visibility Target is Widget [K2Node_CallFunction]WBP_AshenRTSHUD
text
/Game/UI/Blueprint/WBP_AshenRTSHUD.WBP_AshenRTSHUD
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
ResponsiveHUDDock : HorizontalBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
ScrollBox_0 : IFScrollBox
VerticalBox_0 : VerticalBox
ObjectiveReadout : WBP_HUDReadout_C
PauseChoice : WBP_ForgeActionButton_C
SizeBox_3 : SizeBox
HorizontalBox_1 : HorizontalBox
RTSPassiveFit : Overlay
SizeBox_1 : SizeBox
IFSurface_1 : IFSurface
RTSOverviewColumn : VerticalBox
ScrollBox_1 : IFScrollBox
VerticalBox_1 : VerticalBox
ResourceReadout : WBP_HUDReadout_C
NoticeReadout : WBP_HUDReadout_C
QueueReadout : WBP_ProductionReadout_C
IFActionPrompt_0 : WBP_ForgeAppliedPrompt_C
SizeBox_2 : SizeBox
IFSurface_2 : IFSurface
RTSSelectionDock : VerticalBox
SelectionReadout : WBP_HUDReadout_C
ScrollBox_2 : IFScrollBox
VerticalBox_2 : VerticalBox
NextChoice : WBP_OutpostCommand_C
GroupChoice : WBP_OutpostCommand_C
PatrolChoice : WBP_OutpostCommand_C
RallyChoice : WBP_OutpostCommand_C
TrainChoice : WBP_OutpostCommand_C
NavigationHintFit : Overlay
NavigationHintHost : IFSurface
graph BP_OnHandleBackAction
#1 On Handle Back Action [K2Node_FunctionEntry]
then -> #3.execute
#2 Return Node [K2Node_FunctionResult]
#3 Request Pause Target is WBP Ashen RTSHUD [K2Node_CallFunction]
then -> #2.execute
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnInitialized [K2Node_Event]
then -> #6.execute
#5 Get PatrolChoice [K2Node_VariableGet]
#6 Set InitialFocus [K2Node_VariableSet]
#7 Event InitializeScreen [K2Node_Event]
then -> #8.execute, Data -> #8.Data
#8 Parent: InitializeScreen [K2Node_CallParentFunction]
then -> #77.execute
#9 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #11.Data
#10 Get ObjectiveReadout [K2Node_VariableGet]
ObjectiveReadout -> #11.self
#11 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #14.execute
#12 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #14.Data
#13 Get ResourceReadout [K2Node_VariableGet]
ResourceReadout -> #14.self
#14 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #17.execute
#15 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #17.Data
#16 Get NoticeReadout [K2Node_VariableGet]
NoticeReadout -> #17.self
#17 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #20.execute
#18 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #20.Data
#19 Get SelectionReadout [K2Node_VariableGet]
SelectionReadout -> #20.self
#20 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #23.execute
#21 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #23.Data
#22 Get QueueReadout [K2Node_VariableGet]
QueueReadout -> #23.self
#23 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #33.execute
#24 On Clicked (PauseChoice) [K2Node_ComponentBoundEvent]
then -> #25.execute
#25 Request UIAction Target is IFScreen [K2Node_CallFunction]
#26 RequestPause Custom Event [K2Node_CustomEvent]
then -> #27.execute
#27 Request UIAction Target is IFScreen [K2Node_CallFunction]
#28 Get PatrolChoice [K2Node_VariableGet]
PatrolChoice -> #29.self
#29 Get CommandChoice [K2Node_VariableGet]
CommandChoice -> #6.InitialFocus
#30 Get ScreenData [K2Node_VariableGet]
ScreenData -> #34.ActionSource, ScreenData -> #38.ActionSource, ScreenData -> #42.ActionSource, ScreenData -> #46.ActionSource, ScreenData -> #50.ActionSource
#31 Get NextChoice [K2Node_VariableGet]
NextChoice -> #33.self, NextChoice -> #34.self
#32 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #33.Data
#33 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #34.execute
#34 Set ActionSource [K2Node_VariableSet]
then -> #37.execute
#35 Get GroupChoice [K2Node_VariableGet]
GroupChoice -> #37.self, GroupChoice -> #38.self
#36 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #37.Data
#37 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #38.execute
#38 Set ActionSource [K2Node_VariableSet]
then -> #41.execute
#39 Get PatrolChoice [K2Node_VariableGet]
PatrolChoice -> #41.self, PatrolChoice -> #42.self
#40 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #41.Data
#41 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #42.execute
#42 Set ActionSource [K2Node_VariableSet]
then -> #45.execute
#43 Get RallyChoice [K2Node_VariableGet]
RallyChoice -> #45.self, RallyChoice -> #46.self
#44 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #45.Data
#45 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #46.execute
#46 Set ActionSource [K2Node_VariableSet]
then -> #49.execute
#47 Get TrainChoice [K2Node_VariableGet]
TrainChoice -> #49.self, TrainChoice -> #50.self
#48 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #49.Data
#49 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #50.execute
#50 Set ActionSource [K2Node_VariableSet]
#51 Event Construct [K2Node_Event]
then -> #106.execute
#52 Get NextChoice [K2Node_VariableGet]
NextChoice -> #53.self
#53 Get CommandChoice [K2Node_VariableGet]
CommandChoice -> #63.self, CommandChoice -> #64.self, CommandChoice -> #66.InWidget, CommandChoice -> #73.InWidget
#54 Get GroupChoice [K2Node_VariableGet]
GroupChoice -> #55.self
#55 Get CommandChoice [K2Node_VariableGet]
CommandChoice -> #63.InWidget, CommandChoice -> #65.self, CommandChoice -> #66.self, CommandChoice -> #68.InWidget
#56 Get PatrolChoice [K2Node_VariableGet]
PatrolChoice -> #57.self
#57 Get CommandChoice [K2Node_VariableGet]
CommandChoice -> #65.InWidget, CommandChoice -> #67.self, CommandChoice -> #68.self, CommandChoice -> #70.InWidget
#58 Get RallyChoice [K2Node_VariableGet]
RallyChoice -> #59.self
#59 Get CommandChoice [K2Node_VariableGet]
CommandChoice -> #67.InWidget, CommandChoice -> #69.self, CommandChoice -> #70.self, CommandChoice -> #72.InWidget
#60 Get TrainChoice [K2Node_VariableGet]
TrainChoice -> #61.self
#61 Get CommandChoice [K2Node_VariableGet]
CommandChoice -> #69.InWidget, CommandChoice -> #71.self, CommandChoice -> #72.self, CommandChoice -> #74.InWidget
#62 Get PauseChoice [K2Node_VariableGet]
PauseChoice -> #64.InWidget, PauseChoice -> #71.InWidget, PauseChoice -> #73.self, PauseChoice -> #74.self
#63 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #64.execute
#64 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #65.execute
#65 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #66.execute
#66 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #67.execute
#67 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #68.execute
#68 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #69.execute
#69 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #70.execute
#70 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #71.execute
#71 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #72.execute
#72 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #73.execute
#73 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #74.execute
#74 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
#75 Get ObjectiveReadout [K2Node_VariableGet]
ObjectiveReadout -> #76.self, ObjectiveReadout -> #79.self
#76 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #77.self, ReadoutTitle -> #78.self
#77 Set BaseSize [K2Node_VariableSet]
then -> #78.execute
#78 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #80.execute
#79 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #80.self, ReadoutDetail -> #81.self
#80 Set BaseSize [K2Node_VariableSet]
then -> #81.execute
#81 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #84.execute
#82 Get ResourceReadout [K2Node_VariableGet]
ResourceReadout -> #83.self, ResourceReadout -> #86.self
#83 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #84.self, ReadoutTitle -> #85.self
#84 Set BaseSize [K2Node_VariableSet]
then -> #85.execute
#85 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #87.execute
#86 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #87.self, ReadoutDetail -> #88.self
#87 Set BaseSize [K2Node_VariableSet]
then -> #88.execute
#88 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #91.execute
#89 Get NoticeReadout [K2Node_VariableGet]
NoticeReadout -> #90.self, NoticeReadout -> #93.self
#90 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #91.self, ReadoutTitle -> #92.self
#91 Set BaseSize [K2Node_VariableSet]
then -> #92.execute
#92 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #94.execute
#93 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #94.self, ReadoutDetail -> #95.self
#94 Set BaseSize [K2Node_VariableSet]
then -> #95.execute
#95 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #98.execute
#96 Get SelectionReadout [K2Node_VariableGet]
SelectionReadout -> #97.self, SelectionReadout -> #100.self
#97 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #98.self, ReadoutTitle -> #99.self
#98 Set BaseSize [K2Node_VariableSet]
then -> #99.execute
#99 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #101.execute
#100 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #101.self, ReadoutDetail -> #102.self
#101 Set BaseSize [K2Node_VariableSet]
then -> #102.execute
#102 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #11.execute
#103 Sequence [K2Node_ExecutionSequence]
then_0 -> #63.execute, then_1 -> #105.execute
#104 Get NavigationHintHost [K2Node_VariableGet]
NavigationHintHost -> #105.Host
#105 Register Navigation Hint Host Target is IFScreen [K2Node_CallFunction]
#106 Sequence [K2Node_ExecutionSequence]
then_0 -> #103.execute, then_1 -> #109.execute
#107 Get QueueReadout [K2Node_VariableGet]
QueueReadout -> #108.self
#108 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #109.self, ReadoutTitle -> #110.self
#109 Set BaseSize [K2Node_VariableSet]
then -> #110.execute
#110 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #113.execute
#111 Get QueueReadout [K2Node_VariableGet]
QueueReadout -> #112.self
#112 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #113.self, ReadoutDetail -> #114.self
#113 Set BaseSize [K2Node_VariableSet]
then -> #114.execute
#114 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]WBP_AshenSettings
text
/Game/UI/Blueprint/WBP_AshenSettings.WBP_AshenSettings
parent: /Script/InterfaceForge.IFScreen
variable OwnsSettingsSession : bool
variable OriginalLanguage : string
variable OriginalLocale : string
CanvasPanel_0 : CanvasPanel
Border_0 : Border
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
IFText_0 : IFText — Settings
ScrollBox_0 : IFScrollBox
VerticalBox_1 : VerticalBox
HorizontalBox_0 : HorizontalBox
IFText_1 : IFText — Interface scale
ScaleControlValue : IFText
ScaleControl : Slider
HorizontalBox_1 : HorizontalBox
IFText_2 : IFText — Text size
TextControlValue : IFText
TextControl : Slider
HorizontalBox_2 : HorizontalBox
IFText_3 : IFText — UI feedback
UIAudioControlValue : IFText
UIAudioControl : Slider
HorizontalBox_3 : HorizontalBox
IFText_4 : IFText — Game audio
GameAudioControlValue : IFText
GameAudioControl : Slider
MotionChoice : WBP_ForgeActionButton_C
HorizontalBox_4 : HorizontalBox
ControlsChoice : WBP_ForgeActionButton_C
ListenChoice : WBP_ForgeActionButton_C
LanguageHeading : IFText — Language
HorizontalBox_5 : HorizontalBox
EnglishChoice : IFButton
TurkishChoice : IFButton
DefaultsChoice : WBP_ForgeActionButton_C
SettingsStatus : IFText
ResponsiveFooter : WrapBox
ApplyChoice : WBP_ForgeActionButton_C
CancelChoice : WBP_ForgeActionButton_C
graph BP_OnHandleBackAction
#1 On Handle Back Action [K2Node_FunctionEntry]
then -> #3.execute
#2 Return Node [K2Node_FunctionResult]
#3 Cancel Settings Target is WBP Ashen Settings [K2Node_CallFunction]
then -> #2.execute
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnInitialized [K2Node_Event]
then -> #6.execute
#5 Get ScaleControl [K2Node_VariableGet]
ScaleControl -> #6.InitialFocus
#6 Set InitialFocus [K2Node_VariableSet]
#7 RefreshSettings Custom Event [K2Node_CustomEvent]
then -> #11.execute
#8 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #9.self
#9 Get Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
ReturnValue -> #11.InValue, ReturnValue -> #12.Value
#10 Get ScaleControl [K2Node_VariableGet]
ScaleControl -> #11.self
#11 Set Value Target is Slider [K2Node_CallFunction]
then -> #14.execute
#12 As Percent [K2Node_CallFunction]
ReturnValue -> #14.InText
#13 Get ScaleControlValue [K2Node_VariableGet]
ScaleControlValue -> #14.self
#14 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #18.execute
#15 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #16.self
#16 Get Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
ReturnValue -> #18.InValue, ReturnValue -> #19.Value
#17 Get TextControl [K2Node_VariableGet]
TextControl -> #18.self
#18 Set Value Target is Slider [K2Node_CallFunction]
then -> #21.execute
#19 As Percent [K2Node_CallFunction]
ReturnValue -> #21.InText
#20 Get TextControlValue [K2Node_VariableGet]
TextControlValue -> #21.self
#21 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #25.execute
#22 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #23.self
#23 Get Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
ReturnValue -> #25.InValue, ReturnValue -> #26.Value
#24 Get UIAudioControl [K2Node_VariableGet]
UIAudioControl -> #25.self
#25 Set Value Target is Slider [K2Node_CallFunction]
then -> #28.execute
#26 As Percent [K2Node_CallFunction]
ReturnValue -> #28.InText
#27 Get UIAudioControlValue [K2Node_VariableGet]
UIAudioControlValue -> #28.self
#28 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #32.execute
#29 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #30.self
#30 Get Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
ReturnValue -> #32.InValue, ReturnValue -> #33.Value
#31 Get GameAudioControl [K2Node_VariableGet]
GameAudioControl -> #32.self
#32 Set Value Target is Slider [K2Node_CallFunction]
then -> #35.execute
#33 As Percent [K2Node_CallFunction]
ReturnValue -> #35.InText
#34 Get GameAudioControlValue [K2Node_VariableGet]
GameAudioControlValue -> #35.self
#35 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #39.execute
#36 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #37.self
#37 Get Reduced Motion Target is IFSettings Subsystem [K2Node_CallFunction]
ReturnValue -> #39.Condition
#38 Get MotionChoice [K2Node_VariableGet]
MotionChoice -> #40.self, MotionChoice -> #41.self
#39 Branch [K2Node_IfThenElse]
then -> #40.execute, else -> #41.execute
#40 Set Label Target is IFButton [K2Node_CallFunction]
#41 Set Label Target is IFButton [K2Node_CallFunction]
#42 CancelSettings Custom Event [K2Node_CustomEvent]
then -> #44.execute
#43 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #44.Condition
#44 Branch [K2Node_IfThenElse]
then -> #45.execute, else -> #48.execute
#45 Set OwnsSettingsSession [K2Node_VariableSet]
then -> #142.execute
#46 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #47.self
#47 Cancel Target is IFSettings Subsystem [K2Node_CallFunction]
then -> #48.execute
#48 Deactivate Widget Target is Common Activatable Widget [K2Node_CallFunction]
#49 Event On Activated [K2Node_Event]
then -> #51.execute
#50 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #51.Condition
#51 Branch [K2Node_IfThenElse]
then -> #56.execute, else -> #53.execute
#52 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #53.self
#53 Begin Edit Target is IFSettings Subsystem [K2Node_CallFunction]
then -> #148.execute, ReturnValue -> #54.OwnsSettingsSession, ReturnValue -> #55.Condition
#54 Set OwnsSettingsSession [K2Node_VariableSet]
then -> #55.execute
#55 Branch [K2Node_IfThenElse]
then -> #56.execute, else -> #58.execute
#56 Refresh Settings Target is WBP Ashen Settings [K2Node_CallFunction]
#57 Get SettingsStatus [K2Node_VariableGet]
SettingsStatus -> #58.self
#58 SetText (Text) Target is Text [K2Node_CallFunction]
#59 Event OnPreferencesUpdated [K2Node_Event]
then -> #60.execute
#60 Refresh Settings Target is WBP Ashen Settings [K2Node_CallFunction]
#61 On Value Changed (ScaleControl) [K2Node_ComponentBoundEvent]
then -> #63.execute, Value -> #65.Value
#62 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #63.Condition
#63 Branch [K2Node_IfThenElse]
then -> #65.execute
#64 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #65.self
#65 Set Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
#66 On Value Changed (TextControl) [K2Node_ComponentBoundEvent]
then -> #68.execute, Value -> #70.Value
#67 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #68.Condition
#68 Branch [K2Node_IfThenElse]
then -> #70.execute
#69 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #70.self
#70 Set Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
#71 On Value Changed (UIAudioControl) [K2Node_ComponentBoundEvent]
then -> #73.execute, Value -> #75.Value
#72 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #73.Condition
#73 Branch [K2Node_IfThenElse]
then -> #75.execute
#74 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #75.self
#75 Set Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
#76 On Value Changed (GameAudioControl) [K2Node_ComponentBoundEvent]
then -> #78.execute, Value -> #80.Value
#77 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #78.Condition
#78 Branch [K2Node_IfThenElse]
then -> #80.execute
#79 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #80.self
#80 Set Scalar Preference Target is IFSettings Subsystem [K2Node_CallFunction]
#81 On Clicked (MotionChoice) [K2Node_ComponentBoundEvent]
then -> #83.execute
#82 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #83.Condition
#83 Branch [K2Node_IfThenElse]
then -> #88.execute
#84 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #85.self
#85 Get Reduced Motion Target is IFSettings Subsystem [K2Node_CallFunction]
ReturnValue -> #86.A
#86 NOT Boolean [K2Node_CallFunction]
ReturnValue -> #88.bValue
#87 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #88.self
#88 Set Reduced Motion Target is IFSettings Subsystem [K2Node_CallFunction]
#89 On Clicked (DefaultsChoice) [K2Node_ComponentBoundEvent]
then -> #91.execute
#90 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #91.Condition
#91 Branch [K2Node_IfThenElse]
then -> #93.execute
#92 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #93.self
#93 Restore Defaults Target is IFSettings Subsystem [K2Node_CallFunction]
then -> #150.execute
#94 On Clicked (CancelChoice) [K2Node_ComponentBoundEvent]
then -> #95.execute
#95 Cancel Settings Target is WBP Ashen Settings [K2Node_CallFunction]
#96 On Clicked (ApplyChoice) [K2Node_ComponentBoundEvent]
then -> #98.execute
#97 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #98.Condition
#98 Branch [K2Node_IfThenElse]
then -> #100.execute
#99 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #100.self
#100 Apply Target is IFSettings Subsystem [K2Node_CallFunction]
then -> #101.execute, FailureReason -> #104.InText, ReturnValue -> #101.Condition
#101 Branch [K2Node_IfThenElse]
then -> #151.execute, else -> #104.execute
#102 Set OwnsSettingsSession [K2Node_VariableSet]
then -> #103.execute
#103 Deactivate Widget Target is Common Activatable Widget [K2Node_CallFunction]
#104 SetText (Text) Target is Text [K2Node_CallFunction]
#105 Get SettingsStatus [K2Node_VariableGet]
SettingsStatus -> #104.self
#106 On Clicked (ControlsChoice) [K2Node_ComponentBoundEvent]
then -> #108.execute
#107 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #108.self
#108 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
#109 On Clicked (ListenChoice) [K2Node_ComponentBoundEvent]
then -> #110.execute
#110 Play Sound 2D [K2Node_CallFunction]
#111 Event Destruct [K2Node_Event]
then -> #113.execute
#112 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #113.Condition
#113 Branch [K2Node_IfThenElse]
then -> #114.execute
#114 Set OwnsSettingsSession [K2Node_VariableSet]
then -> #155.execute
#115 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #116.self
#116 Cancel Target is IFSettings Subsystem [K2Node_CallFunction]
#117 Event OnThemeUpdated [K2Node_Event]
then -> #120.execute, Theme -> #118.self, Theme -> #121.self, Theme -> #124.self, Theme -> #127.self, Theme -> #130.self, Theme -> #133.self, Theme -> #136.self, Theme -> #139.self
#118 Get Outline [K2Node_VariableGet]
Outline -> #120.InValue
#119 Get ScaleControl [K2Node_VariableGet]
ScaleControl -> #120.self
#120 Set Slider Bar Color Target is Slider [K2Node_CallFunction]
then -> #123.execute
#121 Get Accent [K2Node_VariableGet]
Accent -> #123.InValue
#122 Get ScaleControl [K2Node_VariableGet]
ScaleControl -> #123.self
#123 Set Slider Handle Color Target is Slider [K2Node_CallFunction]
then -> #126.execute
#124 Get Outline [K2Node_VariableGet]
Outline -> #126.InValue
#125 Get TextControl [K2Node_VariableGet]
TextControl -> #126.self
#126 Set Slider Bar Color Target is Slider [K2Node_CallFunction]
then -> #129.execute
#127 Get Accent [K2Node_VariableGet]
Accent -> #129.InValue
#128 Get TextControl [K2Node_VariableGet]
TextControl -> #129.self
#129 Set Slider Handle Color Target is Slider [K2Node_CallFunction]
then -> #132.execute
#130 Get Outline [K2Node_VariableGet]
Outline -> #132.InValue
#131 Get UIAudioControl [K2Node_VariableGet]
UIAudioControl -> #132.self
#132 Set Slider Bar Color Target is Slider [K2Node_CallFunction]
then -> #135.execute
#133 Get Accent [K2Node_VariableGet]
Accent -> #135.InValue
#134 Get UIAudioControl [K2Node_VariableGet]
UIAudioControl -> #135.self
#135 Set Slider Handle Color Target is Slider [K2Node_CallFunction]
then -> #138.execute
#136 Get Outline [K2Node_VariableGet]
Outline -> #138.InValue
#137 Get GameAudioControl [K2Node_VariableGet]
GameAudioControl -> #138.self
#138 Set Slider Bar Color Target is Slider [K2Node_CallFunction]
then -> #141.execute
#139 Get Accent [K2Node_VariableGet]
Accent -> #141.InValue
#140 Get GameAudioControl [K2Node_VariableGet]
GameAudioControl -> #141.self
#141 Set Slider Handle Color Target is Slider [K2Node_CallFunction]
#142 Set Current Language [K2Node_CallFunction]
then -> #143.execute
#143 Set Current Locale [K2Node_CallFunction]
then -> #47.execute
#144 Get OriginalLanguage [K2Node_VariableGet]
OriginalLanguage -> #142.Culture
#145 Get OriginalLocale [K2Node_VariableGet]
OriginalLocale -> #143.Culture
#146 Get Current Language [K2Node_CallFunction]
ReturnValue -> #148.OriginalLanguage
#147 Get Current Locale [K2Node_CallFunction]
ReturnValue -> #149.OriginalLocale
#148 Set OriginalLanguage [K2Node_VariableSet]
then -> #149.execute
#149 Set OriginalLocale [K2Node_VariableSet]
then -> #54.execute
#150 Set Current Language and Locale [K2Node_CallFunction]
#151 Set Current Language [K2Node_CallFunction]
then -> #152.execute
#152 Set Current Locale [K2Node_CallFunction]
then -> #102.execute
#153 Get Current Language [K2Node_CallFunction]
ReturnValue -> #151.Culture
#154 Get Current Locale [K2Node_CallFunction]
ReturnValue -> #152.Culture
#155 Set Current Language [K2Node_CallFunction]
then -> #156.execute
#156 Set Current Locale [K2Node_CallFunction]
then -> #116.execute
#157 Get OriginalLanguage [K2Node_VariableGet]
OriginalLanguage -> #155.Culture
#158 Get OriginalLocale [K2Node_VariableGet]
OriginalLocale -> #156.Culture
#159 On Clicked (EnglishChoice) [K2Node_ComponentBoundEvent]
then -> #161.execute
#160 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #161.Condition
#161 Branch [K2Node_IfThenElse]
then -> #162.execute
#162 Set Current Language and Locale [K2Node_CallFunction]
#163 On Clicked (TurkishChoice) [K2Node_ComponentBoundEvent]
then -> #165.execute
#164 Get OwnsSettingsSession [K2Node_VariableGet]
OwnsSettingsSession -> #165.Condition
#165 Branch [K2Node_IfThenElse]
then -> #166.execute
#166 Set Current Language and Locale [K2Node_CallFunction]
#167 IF Language / Language preview: English (owned draft, not saved) [EdGraphNode_Comment]
#168 IF Language / Language preview: Turkce (owned draft, not saved) [EdGraphNode_Comment]
#169 IF Language / Capture the incoming language and locale when the edit begins [EdGraphNode_Comment]
#170 IF Language / Rollback language before Cancel Settings [EdGraphNode_Comment]
#171 IF Language / Rollback language during owned screen cleanup [EdGraphNode_Comment]
#172 IF Language / Commit engine culture only after UI preference Apply succeeds [EdGraphNode_Comment]
#173 IF Language / Defaults previews the project native culture; Cancel still rolls back [EdGraphNode_Comment]WBP_EmberAction
text
/Game/UI/Blueprint/WBP_EmberAction.WBP_EmberAction
parent: /Script/InterfaceForge.IFEntryWidget
variable ActionSource : object
variable SigilStyle : int
SizeBox_0 : SizeBox
AbilityChoice : WBP_EmberActionButton_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnEntryRefreshed [K2Node_Event]
then -> #6.execute
#5 Get EntryData [K2Node_VariableGet]
EntryData -> #6.Object
#6 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #8.self, AsIFPresentation Data -> #11.self, AsIFPresentation Data -> #13.self, AsIFPresentation Data -> #17.self, AsIFPresentation Data -> #47.self
#7 Get AbilityChoice [K2Node_VariableGet]
AbilityChoice -> #9.self, AbilityChoice -> #10.self, AbilityChoice -> #15.self, AbilityChoice -> #18.self, AbilityChoice -> #25.self, AbilityChoice -> #46.self
#8 Get Title [K2Node_VariableGet]
Title -> #9.Text
#9 Set Label Target is IFButton [K2Node_CallFunction]
then -> #12.execute
#10 Get CooldownTint [K2Node_VariableGet]
CooldownTint -> #12.self, CooldownTint -> #26.self, CooldownTint -> #28.self, CooldownTint -> #38.self
#11 Get Fraction [K2Node_VariableGet]
Fraction -> #12.Fraction
#12 Set Remaining Fraction Target is InterfaceForge Center Tint [K2Node_CallFunction]
then -> #16.execute
#13 Get Quantity [K2Node_VariableGet]
Quantity -> #14.Value, Quantity -> #23.A
#14 To Text (Integer) [K2Node_CallFunction]
ReturnValue -> #16.InText
#15 Get CountdownText [K2Node_VariableGet]
CountdownText -> #16.self
#16 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #46.execute
#17 Get bEnabled [K2Node_VariableGet]
bEnabled -> #46.Available
#18 Get SigilImage [K2Node_VariableGet]
SigilImage -> #19.self
#19 Get Dynamic Material Target is Image [K2Node_CallFunction]
then -> #21.execute, ReturnValue -> #21.self
#20 Get SigilStyle [K2Node_VariableGet]
SigilStyle -> #22.InInt
#21 Set Scalar Parameter Value Target is Material Instance Dynamic [K2Node_CallFunction]
then -> #24.execute
#22 To Float (Integer) [K2Node_CallFunction]
ReturnValue -> #21.Value
#23 integer > integer [K2Node_CallFunction]
ReturnValue -> #24.Condition
#24 Branch [K2Node_IfThenElse]
then -> #26.execute, else -> #28.execute
#25 Get CountdownPlate [K2Node_VariableGet]
CountdownPlate -> #27.self, CountdownPlate -> #29.self, CountdownPlate -> #39.self
#26 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #27.execute
#27 Set Visibility Target is Widget [K2Node_CallFunction]
#28 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #29.execute
#29 Set Visibility Target is Widget [K2Node_CallFunction]
#30 On Clicked (AbilityChoice) [K2Node_ComponentBoundEvent]
then -> #32.execute
#31 Get EntryData [K2Node_VariableGet]
EntryData -> #32.Object
#32 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #35.execute, AsIFPresentation Data -> #34.self
#33 Get ActionSource [K2Node_VariableGet]
ActionSource -> #35.self
#34 Get StableKey [K2Node_VariableGet]
StableKey -> #35.ActionName
#35 Request UIAction Target is IFData Source [K2Node_Message]
#36 Event OnEntryReleased [K2Node_Event]
then -> #37.execute
#37 Set ActionSource [K2Node_VariableSet]
then -> #38.execute
#38 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #39.execute
#39 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #41.execute
#40 Get AbilityChoice [K2Node_VariableGet]
AbilityChoice -> #41.self, AbilityChoice -> #42.self, AbilityChoice -> #44.self, AbilityChoice -> #48.self
#41 Set Label Target is IFButton [K2Node_CallFunction]
then -> #43.execute
#42 Get CountdownText [K2Node_VariableGet]
CountdownText -> #43.self
#43 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #45.execute
#44 Get CooldownTint [K2Node_VariableGet]
CooldownTint -> #45.self
#45 Set Remaining Fraction Target is InterfaceForge Center Tint [K2Node_CallFunction]
then -> #48.execute
#46 Set Action Availability Target is IFButton [K2Node_CallFunction]
then -> #49.execute
#47 Get UnavailableReason [K2Node_VariableGet]
UnavailableReason -> #46.Reason
#48 Set Action Availability Target is IFButton [K2Node_CallFunction]
then -> #52.execute
#49 Set Tooltip Data Target is IFButton [K2Node_CallFunction]
then -> #19.execute
#50 Get AbilityChoice [K2Node_VariableGet]
AbilityChoice -> #49.self
#51 Get EntryData [K2Node_VariableGet]
EntryData -> #49.Data
#52 Set Tooltip Data Target is IFButton [K2Node_CallFunction]
#53 Get AbilityChoice [K2Node_VariableGet]
AbilityChoice -> #52.selfWBP_EmberActionButton
text
/Game/UI/Blueprint/WBP_EmberActionButton.WBP_EmberActionButton
parent: /Script/InterfaceForge.IFButton
TooltipAnchor : IFTooltipAnchor
FocusBorder : Border
VerticalBox_0 : VerticalBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
Overlay_0 : Overlay
SigilImage : Image
CooldownTint : IFCenterTint
CountdownPlate : Border
CountdownText : IFText
LabelWidget : IFText
AvailabilityWidget : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnAppearanceUpdated [K2Node_Event]
then -> #14.execute, Theme -> #5.self, Theme -> #9.self, Theme -> #10.self, NavigationFocused -> #15.Condition, Enabled -> #11.bPickA
#5 Get Accent [K2Node_VariableGet]
#6 Get SigilImage [K2Node_VariableGet]
SigilImage -> #7.self
#7 Get Dynamic Material Target is Image [K2Node_CallFunction]
then -> #8.execute, ReturnValue -> #8.self
#8 Set Vector Parameter Value Target is Material Instance Dynamic [K2Node_CallFunction]
then -> #13.execute
#9 Get Accent [K2Node_VariableGet]
Accent -> #11.A
#10 Get MutedText [K2Node_VariableGet]
MutedText -> #11.B
#11 Select Color [K2Node_CallFunction]
ReturnValue -> #8.Value
#12 Get FocusBorder [K2Node_VariableGet]
FocusBorder -> #13.self
#13 Set Padding Target is Border [K2Node_CallFunction]
#14 Sequence [K2Node_ExecutionSequence]
then_0 -> #7.execute, then_1 -> #15.execute
#15 Branch [K2Node_IfThenElse]
then -> #17.execute
#16 Self-Reference [K2Node_Self]
self -> #17.WorldContextObject, self -> #20.StartingWidget, self -> #23.WidgetToFind
#17 Delay Until Next Tick [K2Node_CallFunction]
then -> #19.execute
#18 HasAnyUserFocusedDescendants Target is Widget [K2Node_CallFunction]
ReturnValue -> #19.Condition
#19 Branch [K2Node_IfThenElse]
then -> #20.execute
#20 Find Parent Widget Of Type [K2Node_CallFunction]
then -> #21.execute, ReturnValue -> #21.Object
#21 Cast To ScrollBox [K2Node_DynamicCast]
then -> #22.execute, AsScroll Box -> #22.self, AsScroll Box -> #23.self
#22 Force Layout Prepass Target is Widget [K2Node_CallFunction]
then -> #23.execute
#23 Scroll Widget Into View Target is Scroll Box [K2Node_CallFunction]WBP_EmberRPGHUD
text
/Game/UI/Blueprint/WBP_EmberRPGHUD.WBP_EmberRPGHUD
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
IFSurface_2 : IFSurface
ContextReadoutDock : VerticalBox
ContextPromptRow : HorizontalBox
ScrollBox_3 : IFScrollBox
VerticalBox_3 : VerticalBox
ContextReadout : WBP_HUDReadout_C
NoticeReadout : WBP_HUDReadout_C
IFActionPrompt_0 : IFActionPrompt
PinnedContextActions : VerticalBox
InteractChoice : WBP_ForgeActionButton_C
PauseChoice : WBP_ForgeActionButton_C
PartyHeaderFit : Overlay
IFSurface_0 : IFSurface
ScrollBox_0 : IFScrollBox
VerticalBox_0 : VerticalBox
HeroReadout : WBP_ProductionReadout_C
CompanionReadout : WBP_ProductionReadout_C
QuestHeaderFit : Overlay
IFSurface_1 : IFSurface
ScrollBox_1 : IFScrollBox
VerticalBox_1 : VerticalBox
QuestReadout : WBP_HUDReadout_C
ActionDockFit : Overlay
ActionDockColumn : VerticalBox
StatusReadout : WBP_HUDReadout_C
ScrollBox_2 : IFScrollBox
VerticalBox_2 : VerticalBox
WrapBox_0 : WrapBox
KindleEntry : WBP_EmberAction_C
WardEntry : WBP_EmberAction_C
StepEntry : WBP_EmberAction_C
NavigationHintFit : Overlay
NavigationHintHost : IFSurface
graph BP_OnHandleBackAction
#1 On Handle Back Action [K2Node_FunctionEntry]
then -> #3.execute
#2 Return Node [K2Node_FunctionResult]
#3 Request Pause Target is WBP Ember RPGHUD [K2Node_CallFunction]
then -> #2.execute
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
then -> #115.execute
#3 Event Tick [K2Node_Event]
#4 Event OnInitialized [K2Node_Event]
then -> #6.execute
#5 Get InteractChoice [K2Node_VariableGet]
InteractChoice -> #6.InitialFocus
#6 Set InitialFocus [K2Node_VariableSet]
#7 Event InitializeScreen [K2Node_Event]
then -> #8.execute, Data -> #8.Data, Data -> #31.ActionSource, Data -> #36.ActionSource, Data -> #41.ActionSource
#8 Parent: InitializeScreen [K2Node_CallParentFunction]
then -> #70.execute
#9 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #11.Data
#10 Get HeroReadout [K2Node_VariableGet]
HeroReadout -> #11.self
#11 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #14.execute
#12 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #14.Data
#13 Get CompanionReadout [K2Node_VariableGet]
CompanionReadout -> #14.self
#14 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #17.execute
#15 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #17.Data
#16 Get QuestReadout [K2Node_VariableGet]
QuestReadout -> #17.self
#17 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #20.execute
#18 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #20.Data
#19 Get ContextReadout [K2Node_VariableGet]
ContextReadout -> #20.self
#20 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #23.execute
#21 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #23.Data
#22 Get NoticeReadout [K2Node_VariableGet]
NoticeReadout -> #23.self
#23 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #26.execute
#24 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #26.Data
#25 Get StatusReadout [K2Node_VariableGet]
StatusReadout -> #26.self
#26 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #29.execute
#27 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #30.Data
#28 Get KindleEntry [K2Node_VariableGet]
KindleEntry -> #29.self, KindleEntry -> #30.self, KindleEntry -> #31.self
#29 Set SigilStyle [K2Node_VariableSet]
then -> #30.execute
#30 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #31.execute
#31 Set ActionSource [K2Node_VariableSet]
then -> #34.execute
#32 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #35.Data
#33 Get WardEntry [K2Node_VariableGet]
WardEntry -> #34.self, WardEntry -> #35.self, WardEntry -> #36.self
#34 Set SigilStyle [K2Node_VariableSet]
then -> #35.execute
#35 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #36.execute
#36 Set ActionSource [K2Node_VariableSet]
then -> #39.execute
#37 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #40.Data
#38 Get StepEntry [K2Node_VariableGet]
StepEntry -> #39.self, StepEntry -> #40.self, StepEntry -> #41.self
#39 Set SigilStyle [K2Node_VariableSet]
then -> #40.execute
#40 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #41.execute
#41 Set ActionSource [K2Node_VariableSet]
#42 On Clicked (InteractChoice) [K2Node_ComponentBoundEvent]
then -> #43.execute
#43 Request UIAction Target is IFScreen [K2Node_CallFunction]
#44 On Clicked (PauseChoice) [K2Node_ComponentBoundEvent]
then -> #45.execute
#45 Request UIAction Target is IFScreen [K2Node_CallFunction]
#46 RequestPause Custom Event [K2Node_CustomEvent]
then -> #47.execute
#47 Request UIAction Target is IFScreen [K2Node_CallFunction]
#48 Get KindleEntry [K2Node_VariableGet]
KindleEntry -> #49.self
#49 Get AbilityChoice [K2Node_VariableGet]
AbilityChoice -> #56.self, AbilityChoice -> #57.InWidget, AbilityChoice -> #65.self
#50 Get WardEntry [K2Node_VariableGet]
WardEntry -> #51.self
#51 Get AbilityChoice [K2Node_VariableGet]
AbilityChoice -> #56.InWidget, AbilityChoice -> #57.self, AbilityChoice -> #58.self, AbilityChoice -> #59.InWidget, AbilityChoice -> #66.self
#52 Get StepEntry [K2Node_VariableGet]
StepEntry -> #53.self
#53 Get AbilityChoice [K2Node_VariableGet]
AbilityChoice -> #58.InWidget, AbilityChoice -> #59.self, AbilityChoice -> #60.self, AbilityChoice -> #61.InWidget, AbilityChoice -> #62.InWidget, AbilityChoice -> #67.self
#54 Get InteractChoice [K2Node_VariableGet]
InteractChoice -> #60.InWidget, InteractChoice -> #61.self, InteractChoice -> #63.self, InteractChoice -> #64.InWidget
#55 Get PauseChoice [K2Node_VariableGet]
PauseChoice -> #62.self, PauseChoice -> #63.InWidget, PauseChoice -> #64.self, PauseChoice -> #65.InWidget, PauseChoice -> #66.InWidget, PauseChoice -> #67.InWidget
#56 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #57.execute
#57 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #58.execute
#58 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #59.execute
#59 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #60.execute
#60 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #61.execute
#61 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #62.execute
#62 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #63.execute
#63 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #64.execute
#64 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #65.execute
#65 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #66.execute
#66 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
then -> #67.execute
#67 Set Navigation Rule Explicit Target is Widget [K2Node_CallFunction]
#68 Get HeroReadout [K2Node_VariableGet]
HeroReadout -> #69.self, HeroReadout -> #72.self
#69 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #70.self, ReadoutTitle -> #71.self
#70 Set BaseSize [K2Node_VariableSet]
then -> #71.execute
#71 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #73.execute
#72 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #73.self, ReadoutDetail -> #74.self
#73 Set BaseSize [K2Node_VariableSet]
then -> #74.execute
#74 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #77.execute
#75 Get CompanionReadout [K2Node_VariableGet]
CompanionReadout -> #76.self, CompanionReadout -> #79.self
#76 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #77.self, ReadoutTitle -> #78.self
#77 Set BaseSize [K2Node_VariableSet]
then -> #78.execute
#78 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #80.execute
#79 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #80.self, ReadoutDetail -> #81.self
#80 Set BaseSize [K2Node_VariableSet]
then -> #81.execute
#81 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #84.execute
#82 Get QuestReadout [K2Node_VariableGet]
QuestReadout -> #83.self, QuestReadout -> #86.self
#83 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #84.self, ReadoutTitle -> #85.self
#84 Set BaseSize [K2Node_VariableSet]
then -> #85.execute
#85 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #87.execute
#86 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #87.self, ReadoutDetail -> #88.self
#87 Set BaseSize [K2Node_VariableSet]
then -> #88.execute
#88 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #11.execute
#89 Sequence [K2Node_ExecutionSequence]
then_1 -> #92.execute
#90 Get ContextReadout [K2Node_VariableGet]
ContextReadout -> #91.self
#91 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #92.self, ReadoutTitle -> #93.self
#92 Set BaseSize [K2Node_VariableSet]
then -> #93.execute
#93 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #96.execute
#94 Get ContextReadout [K2Node_VariableGet]
ContextReadout -> #95.self
#95 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #96.self, ReadoutDetail -> #97.self
#96 Set BaseSize [K2Node_VariableSet]
then -> #97.execute
#97 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #100.execute
#98 Get NoticeReadout [K2Node_VariableGet]
NoticeReadout -> #99.self
#99 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #100.self, ReadoutTitle -> #101.self
#100 Set BaseSize [K2Node_VariableSet]
then -> #101.execute
#101 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #104.execute
#102 Get NoticeReadout [K2Node_VariableGet]
NoticeReadout -> #103.self
#103 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #104.self, ReadoutDetail -> #105.self
#104 Set BaseSize [K2Node_VariableSet]
then -> #105.execute
#105 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
#106 Sequence [K2Node_ExecutionSequence]
then_0 -> #56.execute, then_1 -> #109.execute
#107 Get StatusReadout [K2Node_VariableGet]
StatusReadout -> #108.self
#108 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #109.self, ReadoutTitle -> #110.self
#109 Set BaseSize [K2Node_VariableSet]
then -> #110.execute
#110 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #113.execute
#111 Get StatusReadout [K2Node_VariableGet]
StatusReadout -> #112.self
#112 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #113.self, ReadoutDetail -> #114.self
#113 Set BaseSize [K2Node_VariableSet]
then -> #114.execute
#114 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
#115 Sequence [K2Node_ExecutionSequence]
then_0 -> #106.execute, then_1 -> #117.execute
#116 Get NavigationHintHost [K2Node_VariableGet]
NavigationHintHost -> #117.Host
#117 Register Navigation Hint Host Target is IFScreen [K2Node_CallFunction]WBP_EmberRoot
text
/Game/UI/Blueprint/WBP_EmberRoot.WBP_EmberRoot
parent: /Script/InterfaceForge.IFRootLayout
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_FieldCard
text
/Game/UI/Blueprint/WBP_FieldCard.WBP_FieldCard
parent: /Script/InterfaceForge.IFEntryWidget
EntrySurface : IFSurface
VerticalBox_0 : VerticalBox
EntryTitle : IFText
EntryDetail : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnEntryRefreshed [K2Node_Event]
then -> #6.execute
#5 Get EntryData [K2Node_VariableGet]
EntryData -> #6.Object
#6 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #7.self, AsIFPresentation Data -> #10.self
#7 Get Title [K2Node_VariableGet]
Title -> #9.InText
#8 Get EntryTitle [K2Node_VariableGet]
EntryTitle -> #9.self
#9 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #12.execute
#10 Get Detail [K2Node_VariableGet]
Detail -> #12.InText
#11 Get EntryDetail [K2Node_VariableGet]
EntryDetail -> #12.self
#12 SetText (Text) Target is Text [K2Node_CallFunction]
#13 Event OnEntrySelectionChanged [K2Node_Event]
then -> #14.execute, bSelected -> #14.Condition
#14 Branch [K2Node_IfThenElse]
then -> #16.execute, else -> #22.execute
#15 Get EntryTitle [K2Node_VariableGet]
EntryTitle -> #16.self, EntryTitle -> #17.self
#16 Set Role [K2Node_VariableSet]
then -> #17.execute
#17 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #19.execute
#18 Get EntrySurface [K2Node_VariableGet]
EntrySurface -> #19.self, EntrySurface -> #20.self
#19 Set OutlineWidth [K2Node_VariableSet]
then -> #20.execute
#20 Refresh Appearance Target is InterfaceForge Surface [K2Node_CallFunction]
#21 Get EntryTitle [K2Node_VariableGet]
EntryTitle -> #22.self, EntryTitle -> #23.self
#22 Set Role [K2Node_VariableSet]
then -> #23.execute
#23 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #25.execute
#24 Get EntrySurface [K2Node_VariableGet]
EntrySurface -> #25.self, EntrySurface -> #26.self
#25 Set OutlineWidth [K2Node_VariableSet]
then -> #26.execute
#26 Refresh Appearance Target is InterfaceForge Surface [K2Node_CallFunction]
#27 Event OnEntryReleased [K2Node_Event]
then -> #29.execute
#28 Get EntryTitle [K2Node_VariableGet]
EntryTitle -> #29.self
#29 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #31.execute
#30 Get EntryDetail [K2Node_VariableGet]
EntryDetail -> #31.self
#31 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #33.execute
#32 Get EntryTitle [K2Node_VariableGet]
EntryTitle -> #33.self, EntryTitle -> #34.self
#33 Set Role [K2Node_VariableSet]
then -> #34.execute
#34 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #36.execute
#35 Get EntrySurface [K2Node_VariableGet]
EntrySurface -> #36.self, EntrySurface -> #37.self
#36 Set OutlineWidth [K2Node_VariableSet]
then -> #37.execute
#37 Refresh Appearance Target is InterfaceForge Surface [K2Node_CallFunction]WBP_FieldCards
text
/Game/UI/Blueprint/WBP_FieldCards.WBP_FieldCards
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
CardsHeading : IFText — Field overview
FieldTiles : TileView
SizeBox_0 : SizeBox
IFScrollBox_0 : IFScrollBox
SelectedReading : WBP_HUDReadout_C
CloseCards : WBP_ForgeActionButton_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event InitializeScreen [K2Node_Event]
then -> #5.execute, Data -> #5.Data
#5 Parent: InitializeScreen [K2Node_CallParentFunction]
then -> #7.execute
#6 Get FieldTiles [K2Node_VariableGet]
FieldTiles -> #7.self, FieldTiles -> #9.self, FieldTiles -> #11.self, FieldTiles -> #13.self, FieldTiles -> #15.self, FieldTiles -> #17.self, FieldTiles -> #18.InitialFocus, FieldTiles -> #20.self, FieldTiles -> #28.ListView, FieldTiles -> #30.self
#7 Clear List Items Target is List View [K2Node_CallFunction]
then -> #9.execute
#8 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #9.Item
#9 Add Item Target is List View [K2Node_CallFunction]
then -> #11.execute
#10 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #11.Item
#11 Add Item Target is List View [K2Node_CallFunction]
then -> #13.execute
#12 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #13.Item
#13 Add Item Target is List View [K2Node_CallFunction]
then -> #15.execute
#14 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #15.Item
#15 Add Item Target is List View [K2Node_CallFunction]
then -> #17.execute
#16 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #17.Item
#17 Add Item Target is List View [K2Node_CallFunction]
then -> #18.execute
#18 Set InitialFocus [K2Node_VariableSet]
then -> #20.execute
#19 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #20.Item, ReturnValue -> #22.Data
#20 Set Selected Item Target is List View [K2Node_CallFunction]
then -> #22.execute
#21 Get SelectedReading [K2Node_VariableGet]
SelectedReading -> #22.self, SelectedReading -> #24.self, SelectedReading -> #31.self
#22 Initialize Entry Target is IFEntry [K2Node_CallFunction]
#23 On Item Selection Changed (FieldTiles) [K2Node_ComponentBoundEvent]
then -> #32.execute, Item -> #24.Data, bIsSelected -> #32.Condition
#24 Initialize Entry Target is IFEntry [K2Node_CallFunction]
#25 On Clicked (CloseCards) [K2Node_ComponentBoundEvent]
then -> #26.execute
#26 Request Back Target is IFScreen [K2Node_CallFunction]
#27 Event OnThemeUpdated [K2Node_Event]
then -> #28.execute, Theme -> #28.Theme
#28 Apply Theme to List View [K2Node_CallFunction]
#29 Event On Deactivated [K2Node_Event]
then -> #30.execute
#30 Clear List Items Target is List View [K2Node_CallFunction]
then -> #31.execute
#31 Release Entry Target is IFEntry [K2Node_CallFunction]
#32 Branch [K2Node_IfThenElse]
then -> #24.executeWBP_FieldJournal
text
/Game/UI/Blueprint/WBP_FieldJournal.WBP_FieldJournal
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ResponsiveCardFit : ScaleBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
JournalHeading : IFText — Field journal
JournalList : ListView
HorizontalBox_0 : HorizontalBox
MineralTheme : IFButton
EmberTheme : IFButton
SurveyChoice : WBP_ForgeActionButton_C
CardsChoice : WBP_ForgeActionButton_C
CloseJournal : IFButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event InitializeScreen [K2Node_Event]
then -> #5.execute, Data -> #5.Data
#5 Parent: InitializeScreen [K2Node_CallParentFunction]
then -> #7.execute
#6 Get JournalList [K2Node_VariableGet]
JournalList -> #7.self, JournalList -> #9.self, JournalList -> #11.self, JournalList -> #13.self, JournalList -> #15.self, JournalList -> #17.self
#7 Clear List Items Target is List View [K2Node_CallFunction]
then -> #9.execute
#8 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #9.Item
#9 Add Item Target is List View [K2Node_CallFunction]
then -> #11.execute
#10 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #11.Item
#11 Add Item Target is List View [K2Node_CallFunction]
then -> #13.execute
#12 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #13.Item
#13 Add Item Target is List View [K2Node_CallFunction]
then -> #15.execute
#14 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #15.Item
#15 Add Item Target is List View [K2Node_CallFunction]
then -> #17.execute
#16 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #17.Item
#17 Add Item Target is List View [K2Node_CallFunction]
#18 On Clicked (CloseJournal) [K2Node_ComponentBoundEvent]
then -> #19.execute
#19 Request Back Target is IFScreen [K2Node_CallFunction]
#20 Event OnInitialized [K2Node_Event]
then -> #22.execute
#21 Get CloseJournal [K2Node_VariableGet]
CloseJournal -> #22.InitialFocus
#22 Set InitialFocus [K2Node_VariableSet]
#23 On Clicked (MineralTheme) [K2Node_ComponentBoundEvent]
then -> #26.execute
#24 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #25.PlayerController
#25 IFLocal Player Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #26.self
#26 Set Theme Target is IFLocal Player Subsystem [K2Node_CallFunction]
#27 On Clicked (EmberTheme) [K2Node_ComponentBoundEvent]
then -> #30.execute
#28 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #29.PlayerController
#29 IFLocal Player Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #30.self
#30 Set Theme Target is IFLocal Player Subsystem [K2Node_CallFunction]
#31 On Clicked (SurveyChoice) [K2Node_ComponentBoundEvent]
then -> #32.execute
#32 Construct BP Watchpost Source [K2Node_GenericCreateObject]
then -> #35.execute, ReturnValue -> #35.Data
#33 Self-Reference [K2Node_Self]
self -> #32.self
#34 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #35.self
#35 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
#36 Event OnThemeUpdated [K2Node_Event]
then -> #37.execute, Theme -> #37.Theme
#37 Apply Theme to List View [K2Node_CallFunction]
#38 Get JournalList [K2Node_VariableGet]
JournalList -> #37.ListView
#39 On Clicked (CardsChoice) [K2Node_ComponentBoundEvent]
then -> #41.execute
#40 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #41.self
#41 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
#42 Get ScreenData [K2Node_VariableGet]
ScreenData -> #41.DataWBP_ForgeActionButton
text
/Game/UI/Blueprint/WBP_ForgeActionButton.WBP_ForgeActionButton
parent: /Script/InterfaceForge.IFButton
TooltipAnchor : IFTooltipAnchor
FocusBorder : Border
HorizontalBox_0 : HorizontalBox
SizeBox_0 : SizeBox
AccentMark : Border
LabelWidget : TextBlock
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnAppearanceUpdated [K2Node_Event]
then -> #7.execute, Theme -> #5.self
#5 Get Accent [K2Node_VariableGet]
Accent -> #7.InBrushColor
#6 Get AccentMark [K2Node_VariableGet]
AccentMark -> #7.self
#7 Set Brush Color Target is Border [K2Node_CallFunction]WBP_ForgeAppliedPrompt
text
/Game/UI/Blueprint/WBP_ForgeAppliedPrompt.WBP_ForgeAppliedPrompt
parent: /Script/InterfaceForge.IFActionPrompt
PromptBody : HorizontalBox
CueGlyph : Image
CueReadingBounds : SizeBox
CueReading : IFScrollBox
CueCaption : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnPromptUpdated [K2Node_Event]
then -> #5.execute
#5 Branch [K2Node_IfThenElse]
then -> #10.execute, else -> #19.execute
#6 Get bHasResolvedGlyph [K2Node_VariableGet]
bHasResolvedGlyph -> #5.Condition
#7 Get CueGlyph [K2Node_VariableGet]
CueGlyph -> #10.self, CueGlyph -> #11.self, CueGlyph -> #18.self, CueGlyph -> #19.self, CueGlyph -> #26.self
#8 Get CueCaption [K2Node_VariableGet]
CueCaption -> #13.self, CueCaption -> #21.self
#9 Get ResolvedGlyph [K2Node_VariableGet]
ResolvedGlyph -> #10.InBrush
#10 Set Brush Target is Image [K2Node_CallFunction]
then -> #11.execute
#11 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #13.execute
#12 Get ActionLabel [K2Node_VariableGet]
ActionLabel -> #13.InText
#13 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #18.execute
#14 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #15.PlayerController
#15 IFLocal Player Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #16.self
#16 Get Theme Target is IFLocal Player Subsystem [K2Node_CallFunction]
ReturnValue -> #17.self
#17 Get Accent [K2Node_VariableGet]
Accent -> #18.InColorAndOpacity
#18 Set Color and Opacity Target is Image [K2Node_CallFunction]
#19 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #21.execute
#20 Get PromptText [K2Node_VariableGet]
PromptText -> #21.InText
#21 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #26.execute
#22 Get Owning Player Target is Widget [K2Node_CallFunction]
ReturnValue -> #23.PlayerController
#23 IFLocal Player Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #24.self
#24 Get Theme Target is IFLocal Player Subsystem [K2Node_CallFunction]
ReturnValue -> #25.self
#25 Get Accent [K2Node_VariableGet]
Accent -> #26.InColorAndOpacity
#26 Set Color and Opacity Target is Image [K2Node_CallFunction]WBP_ForgeConfirmation
text
/Game/UI/Blueprint/WBP_ForgeConfirmation.WBP_ForgeConfirmation
parent: /Script/InterfaceForge.IFDialog
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ResponsiveCardFit : ScaleBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
DialogTitle : IFText
DialogMessageScroll : IFScrollBox
DialogMessage : IFText
HorizontalBox_0 : HorizontalBox
CancelChoice : WBP_ForgeActionButton_C
ConfirmChoice : WBP_ForgeActionButton_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event InitializeScreen [K2Node_Event]
then -> #5.execute, Data -> #5.Data
#5 Parent: InitializeScreen [K2Node_CallParentFunction]
then -> #9.execute
#6 Get Dialog Data Target is IFDialog [K2Node_CallFunction]
ReturnValue -> #7.self, ReturnValue -> #10.self, ReturnValue -> #13.self, ReturnValue -> #16.self
#7 Get Title [K2Node_VariableGet]
Title -> #9.InText
#8 Get DialogTitle [K2Node_VariableGet]
DialogTitle -> #9.self
#9 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #12.execute
#10 Get Message [K2Node_VariableGet]
Message -> #12.InText
#11 Get DialogMessage [K2Node_VariableGet]
DialogMessage -> #12.self
#12 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #15.execute
#13 Get CancelLabel [K2Node_VariableGet]
CancelLabel -> #15.Text
#14 Get CancelChoice [K2Node_VariableGet]
CancelChoice -> #15.self
#15 Set Label Target is IFButton [K2Node_CallFunction]
then -> #18.execute
#16 Get ConfirmLabel [K2Node_VariableGet]
ConfirmLabel -> #18.Text
#17 Get ConfirmChoice [K2Node_VariableGet]
ConfirmChoice -> #18.self
#18 Set Label Target is IFButton [K2Node_CallFunction]
#19 On Clicked (CancelChoice) [K2Node_ComponentBoundEvent]
then -> #20.execute
#20 Reply Target is IFDialog [K2Node_CallFunction]
#21 On Clicked (ConfirmChoice) [K2Node_ComponentBoundEvent]
then -> #22.execute
#22 Reply Target is IFDialog [K2Node_CallFunction]
#23 Event OnInitialized [K2Node_Event]
then -> #25.execute
#24 Get CancelChoice [K2Node_VariableGet]
CancelChoice -> #25.InitialFocus
#25 Set InitialFocus [K2Node_VariableSet]WBP_ForgeContextHint
text
/Game/UI/Blueprint/WBP_ForgeContextHint.WBP_ForgeContextHint
parent: /Script/InterfaceForge.IFEntryWidget
HintDetail : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnEntryRefreshed [K2Node_Event]
then -> #6.execute
#5 Get EntryData [K2Node_VariableGet]
EntryData -> #6.Object
#6 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #7.self
#7 Get Detail [K2Node_VariableGet]
Detail -> #9.InText
#8 Get HintDetail [K2Node_VariableGet]
HintDetail -> #9.self, HintDetail -> #11.self
#9 SetText (Text) Target is Text [K2Node_CallFunction]
#10 Event OnEntryReleased [K2Node_Event]
then -> #11.execute
#11 SetText (Text) Target is Text [K2Node_CallFunction]WBP_ForgeFlowRoot
text
/Game/UI/Blueprint/WBP_ForgeFlowRoot.WBP_ForgeFlowRoot
parent: /Script/InterfaceForge.IFRootLayout
SafeZone_0 : SafeZone
Overlay_0 : Overlay
HUD : CommonActivatableWidgetStack
Menu : CommonActivatableWidgetStack
Results : IFNotificationLayer
Modal : CommonActivatableWidgetStack
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnInitialized [K2Node_Event]
then -> #6.execute
#5 Get HUD [K2Node_VariableGet]
HUD -> #6.Stack
#6 Register Layer Target is IFRoot Layout [K2Node_CallFunction]
then -> #8.execute
#7 Get Menu [K2Node_VariableGet]
Menu -> #8.Stack
#8 Register Layer Target is IFRoot Layout [K2Node_CallFunction]
then -> #10.execute
#9 Get Modal [K2Node_VariableGet]
Modal -> #10.Stack
#10 Register Layer Target is IFRoot Layout [K2Node_CallFunction]
then -> #12.execute
#11 Get Results [K2Node_VariableGet]
Results -> #12.Presenter
#12 Register Notification Layer Target is IFRoot Layout [K2Node_CallFunction]WBP_ForgeLoading
text
/Game/UI/Blueprint/WBP_ForgeLoading.WBP_ForgeLoading
parent: /Script/InterfaceForge.IFLoadingScreen
Overlay_0 : Overlay
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
LoadingTitle : IFText
LoadingDetail : IFText
LoadingProgress : IFProgressWidget
CancelButton : WBP_ForgeActionButton_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_ForgeNotification
text
/Game/UI/Blueprint/WBP_ForgeNotification.WBP_ForgeNotification
parent: /Script/InterfaceForge.IFEntryWidget
IFSurface_0 : IFSurface
ResultRibbon : HorizontalBox
ResultTitle : IFText
ResultDetail : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnEntryRefreshed [K2Node_Event]
then -> #6.execute
#5 Get EntryData [K2Node_VariableGet]
EntryData -> #6.Object
#6 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #7.self, AsIFPresentation Data -> #10.self
#7 Get Title [K2Node_VariableGet]
Title -> #9.InText
#8 Get ResultTitle [K2Node_VariableGet]
ResultTitle -> #9.self
#9 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #12.execute
#10 Get Detail [K2Node_VariableGet]
Detail -> #12.InText
#11 Get ResultDetail [K2Node_VariableGet]
ResultDetail -> #12.self
#12 SetText (Text) Target is Text [K2Node_CallFunction]
#13 Event OnEntryReleased [K2Node_Event]
then -> #15.execute
#14 Get ResultTitle [K2Node_VariableGet]
ResultTitle -> #15.self
#15 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #17.execute
#16 Get ResultDetail [K2Node_VariableGet]
ResultDetail -> #17.self
#17 SetText (Text) Target is Text [K2Node_CallFunction]WBP_ForgeRoot
text
/Game/UI/Blueprint/WBP_ForgeRoot.WBP_ForgeRoot
parent: /Script/InterfaceForge.IFRootLayout
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]WBP_ForgeTooltip
text
/Game/UI/Blueprint/WBP_ForgeTooltip.WBP_ForgeTooltip
parent: /Script/InterfaceForge.IFEntryWidget
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
HintTitle : IFText
HintDetail : IFText
HintReason : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnEntryRefreshed [K2Node_Event]
then -> #6.execute
#5 Get EntryData [K2Node_VariableGet]
EntryData -> #6.Object
#6 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #7.self, AsIFPresentation Data -> #10.self, AsIFPresentation Data -> #13.self
#7 Get Title [K2Node_VariableGet]
Title -> #9.InText
#8 Get HintTitle [K2Node_VariableGet]
HintTitle -> #9.self
#9 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #12.execute
#10 Get Detail [K2Node_VariableGet]
Detail -> #12.InText
#11 Get HintDetail [K2Node_VariableGet]
HintDetail -> #12.self
#12 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #15.execute
#13 Get UnavailableReason [K2Node_VariableGet]
UnavailableReason -> #15.InText, UnavailableReason -> #23.InText
#14 Get HintReason [K2Node_VariableGet]
HintReason -> #15.self
#15 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #24.execute
#16 Event OnEntryReleased [K2Node_Event]
then -> #18.execute
#17 Get HintTitle [K2Node_VariableGet]
HintTitle -> #18.self
#18 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #20.execute
#19 Get HintDetail [K2Node_VariableGet]
HintDetail -> #20.self
#20 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #22.execute
#21 Get HintReason [K2Node_VariableGet]
HintReason -> #22.self
#22 SetText (Text) Target is Text [K2Node_CallFunction]
#23 Text Is Empty [K2Node_CallFunction]
ReturnValue -> #24.Condition
#24 Branch [K2Node_IfThenElse]
then -> #26.execute, else -> #28.execute
#25 Get HintReason [K2Node_VariableGet]
HintReason -> #26.self
#26 Set Visibility Target is Widget [K2Node_CallFunction]
#27 Get HintReason [K2Node_VariableGet]
HintReason -> #28.self
#28 Set Visibility Target is Widget [K2Node_CallFunction]WBP_ForgeWorldStatus
text
/Game/UI/Blueprint/WBP_ForgeWorldStatus.WBP_ForgeWorldStatus
parent: /Script/InterfaceForge.IFEntryWidget
VerticalBox_0 : VerticalBox
WorldTitleFit : ScaleBox
ReadoutTitle : IFText
ReadoutDetail : IFText
ProductionProgress : IFProgressWidget
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnEntryRefreshed [K2Node_Event]
then -> #6.execute
#5 Get EntryData [K2Node_VariableGet]
EntryData -> #6.Object
#6 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #7.self, AsIFPresentation Data -> #10.self, AsIFPresentation Data -> #13.self
#7 Get Title [K2Node_VariableGet]
Title -> #9.InText
#8 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #9.self
#9 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #12.execute
#10 Get Detail [K2Node_VariableGet]
Detail -> #12.InText
#11 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #12.self
#12 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #15.execute
#13 Get Fraction [K2Node_VariableGet]
Fraction -> #15.Value
#14 Get ProductionProgress [K2Node_VariableGet]
ProductionProgress -> #15.self
#15 Set Fraction Target is Forge Progress [K2Node_CallFunction]
#16 Event OnEntryReleased [K2Node_Event]
then -> #18.execute
#17 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #18.self
#18 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #20.execute
#19 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #20.self
#20 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #22.execute
#21 Get ProductionProgress [K2Node_VariableGet]
ProductionProgress -> #22.self
#22 Set Fraction Target is Forge Progress [K2Node_CallFunction]WBP_HUDReadout
text
/Game/UI/Blueprint/WBP_HUDReadout.WBP_HUDReadout
parent: /Script/InterfaceForge.IFEntryWidget
variable InlineDetail : bool
ReadoutFlow : StackBox
ReadoutTitle : IFText
ReadoutDetail : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
then -> #25.execute
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnEntryRefreshed [K2Node_Event]
then -> #6.execute
#5 Get EntryData [K2Node_VariableGet]
EntryData -> #6.Object
#6 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #7.self, AsIFPresentation Data -> #10.self
#7 Get Title [K2Node_VariableGet]
Title -> #9.InText
#8 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #9.self
#9 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #12.execute
#10 Get Detail [K2Node_VariableGet]
Detail -> #12.InText, Detail -> #13.InText
#11 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #12.self
#12 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #14.execute
#13 Text Is Empty [K2Node_CallFunction]
ReturnValue -> #14.Condition
#14 Branch [K2Node_IfThenElse]
then -> #16.execute, else -> #17.execute
#15 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #16.self, ReadoutDetail -> #17.self, ReadoutDetail -> #23.self
#16 Set Visibility Target is Widget [K2Node_CallFunction]
#17 Set Visibility Target is Widget [K2Node_CallFunction]
#18 Event OnEntryReleased [K2Node_Event]
then -> #20.execute
#19 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #20.self
#20 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #22.execute
#21 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #22.self
#22 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #23.execute
#23 Set Visibility Target is Widget [K2Node_CallFunction]
#24 Get InlineDetail [K2Node_VariableGet]
InlineDetail -> #25.Condition
#25 Branch [K2Node_IfThenElse]
then -> #27.execute, else -> #37.execute
#26 Get ReadoutFlow [K2Node_VariableGet]
ReadoutFlow -> #27.self
#27 Set Orientation [K2Node_VariableSet]
then -> #47.execute
#28 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #29.Widget
#29 Slot as Stack Box Slot [K2Node_CallFunction]
ReturnValue -> #30.self, ReturnValue -> #31.self
#30 Set Padding [K2Node_VariableSet]
then -> #31.execute
#31 Set Size [K2Node_VariableSet]
then -> #34.execute
#32 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #33.Widget
#33 Slot as Stack Box Slot [K2Node_CallFunction]
ReturnValue -> #34.self, ReturnValue -> #35.self
#34 Set Padding [K2Node_VariableSet]
then -> #35.execute
#35 Set Size [K2Node_VariableSet]
#36 Get ReadoutFlow [K2Node_VariableGet]
ReadoutFlow -> #37.self
#37 Set Orientation [K2Node_VariableSet]
then -> #49.execute
#38 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #39.Widget
#39 Slot as Stack Box Slot [K2Node_CallFunction]
ReturnValue -> #40.self, ReturnValue -> #41.self
#40 Set Padding [K2Node_VariableSet]
then -> #41.execute
#41 Set Size [K2Node_VariableSet]
then -> #44.execute
#42 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #43.Widget
#43 Slot as Stack Box Slot [K2Node_CallFunction]
ReturnValue -> #44.self, ReturnValue -> #45.self
#44 Set Padding [K2Node_VariableSet]
then -> #45.execute
#45 Set Size [K2Node_VariableSet]
#46 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #47.self
#47 Set Auto Wrap Text Target is Text [K2Node_CallFunction]
then -> #30.execute
#48 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #49.self
#49 Set Auto Wrap Text Target is Text [K2Node_CallFunction]
then -> #40.executeWBP_JournalEntry
text
/Game/UI/Blueprint/WBP_JournalEntry.WBP_JournalEntry
parent: /Script/InterfaceForge.IFEntryWidget
EntrySurface : IFSurface
VerticalBox_0 : VerticalBox
EntryTitle : IFText
EntryDetail : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnEntryRefreshed [K2Node_Event]
then -> #6.execute
#5 Get EntryData [K2Node_VariableGet]
EntryData -> #6.Object
#6 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #7.self, AsIFPresentation Data -> #10.self
#7 Get Title [K2Node_VariableGet]
Title -> #9.InText
#8 Get EntryTitle [K2Node_VariableGet]
EntryTitle -> #9.self
#9 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #12.execute
#10 Get Detail [K2Node_VariableGet]
Detail -> #12.InText
#11 Get EntryDetail [K2Node_VariableGet]
EntryDetail -> #12.self
#12 SetText (Text) Target is Text [K2Node_CallFunction]
#13 Event OnEntrySelectionChanged [K2Node_Event]
then -> #14.execute, bSelected -> #14.Condition
#14 Branch [K2Node_IfThenElse]
then -> #16.execute, else -> #22.execute
#15 Get EntryTitle [K2Node_VariableGet]
EntryTitle -> #16.self, EntryTitle -> #17.self
#16 Set Role [K2Node_VariableSet]
then -> #17.execute
#17 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #19.execute
#18 Get EntrySurface [K2Node_VariableGet]
EntrySurface -> #19.self, EntrySurface -> #20.self
#19 Set OutlineWidth [K2Node_VariableSet]
then -> #20.execute
#20 Refresh Appearance Target is InterfaceForge Surface [K2Node_CallFunction]
#21 Get EntryTitle [K2Node_VariableGet]
EntryTitle -> #22.self, EntryTitle -> #23.self
#22 Set Role [K2Node_VariableSet]
then -> #23.execute
#23 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #25.execute
#24 Get EntrySurface [K2Node_VariableGet]
EntrySurface -> #25.self, EntrySurface -> #26.self
#25 Set OutlineWidth [K2Node_VariableSet]
then -> #26.execute
#26 Refresh Appearance Target is InterfaceForge Surface [K2Node_CallFunction]
#27 Event OnEntryReleased [K2Node_Event]
then -> #29.execute
#28 Get EntryTitle [K2Node_VariableGet]
EntryTitle -> #29.self
#29 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #31.execute
#30 Get EntryDetail [K2Node_VariableGet]
EntryDetail -> #31.self
#31 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #33.execute
#32 Get EntryTitle [K2Node_VariableGet]
EntryTitle -> #33.self, EntryTitle -> #34.self
#33 Set Role [K2Node_VariableSet]
then -> #34.execute
#34 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #36.execute
#35 Get EntrySurface [K2Node_VariableGet]
EntrySurface -> #36.self, EntrySurface -> #37.self
#36 Set OutlineWidth [K2Node_VariableSet]
then -> #37.execute
#37 Refresh Appearance Target is InterfaceForge Surface [K2Node_CallFunction]WBP_OutpostCommand
text
/Game/UI/Blueprint/WBP_OutpostCommand.WBP_OutpostCommand
parent: /Script/InterfaceForge.IFEntryWidget
variable ActionSource : object
CommandChoice : WBP_OutpostCommandButton_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnEntryRefreshed [K2Node_Event]
then -> #6.execute
#5 Get EntryData [K2Node_VariableGet]
EntryData -> #6.Object
#6 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #8.self, AsIFPresentation Data -> #10.self, AsIFPresentation Data -> #11.self
#7 Get CommandChoice [K2Node_VariableGet]
CommandChoice -> #9.self, CommandChoice -> #12.self, CommandChoice -> #21.self, CommandChoice -> #22.self
#8 Get Title [K2Node_VariableGet]
Title -> #9.Text
#9 Set Label Target is IFButton [K2Node_CallFunction]
then -> #12.execute
#10 Get bEnabled [K2Node_VariableGet]
bEnabled -> #12.Available
#11 Get UnavailableReason [K2Node_VariableGet]
UnavailableReason -> #12.Reason
#12 Set Action Availability Target is IFButton [K2Node_CallFunction]
then -> #36.execute
#13 On Clicked (CommandChoice) [K2Node_ComponentBoundEvent]
then -> #15.execute
#14 Get EntryData [K2Node_VariableGet]
EntryData -> #15.Object
#15 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #18.execute, AsIFPresentation Data -> #17.self
#16 Get ActionSource [K2Node_VariableGet]
ActionSource -> #18.self
#17 Get StableKey [K2Node_VariableGet]
StableKey -> #18.ActionName
#18 Request UIAction Target is IFData Source [K2Node_Message]
#19 Event OnEntryReleased [K2Node_Event]
then -> #20.execute
#20 Set ActionSource [K2Node_VariableSet]
then -> #21.execute
#21 Set Label Target is IFButton [K2Node_CallFunction]
then -> #22.execute
#22 Set Action Availability Target is IFButton [K2Node_CallFunction]
then -> #39.execute
#23 HasAnyUserFocusedDescendants Target is Widget [K2Node_CallFunction]
ReturnValue -> #24.Condition
#24 Branch [K2Node_IfThenElse]
then -> #28.execute
#25 Get Parent Target is Widget [K2Node_CallFunction]
ReturnValue -> #26.self, ReturnValue -> #27.Object
#26 Get Parent Target is Widget [K2Node_CallFunction]
ReturnValue -> #29.Object
#27 Is Valid [K2Node_CallFunction]
ReturnValue -> #28.Condition
#28 Branch [K2Node_IfThenElse]
then -> #29.execute
#29 Cast To ScrollBox [K2Node_DynamicCast]
then -> #32.execute, AsScroll Box -> #31.self, AsScroll Box -> #32.self
#30 Self-Reference [K2Node_Self]
self -> #31.WidgetToFind
#31 Scroll Widget Into View Target is Scroll Box [K2Node_CallFunction]
#32 Force Layout Prepass Target is Widget [K2Node_CallFunction]
then -> #31.execute
#33 Delay Until Next Tick [K2Node_CallFunction]
then -> #24.execute
#34 Self-Reference [K2Node_Self]
self -> #33.WorldContextObject
#35 Cancel Latent Actions Target is User Widget [K2Node_CallFunction]
#36 Set Tooltip Data Target is IFButton [K2Node_CallFunction]
then -> #33.execute
#37 Get CommandChoice [K2Node_VariableGet]
CommandChoice -> #36.self
#38 Get EntryData [K2Node_VariableGet]
EntryData -> #36.Data
#39 Set Tooltip Data Target is IFButton [K2Node_CallFunction]
then -> #35.execute
#40 Get CommandChoice [K2Node_VariableGet]
CommandChoice -> #39.selfWBP_OutpostCommandButton
text
/Game/UI/Blueprint/WBP_OutpostCommandButton.WBP_OutpostCommandButton
parent: /Script/InterfaceForge.IFButton
TooltipAnchor : IFTooltipAnchor
FocusBorder : Border
VerticalBox_0 : VerticalBox
LabelWidget : IFText
AvailabilityWidget : IFText
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnAppearanceUpdated [K2Node_Event]
then -> #9.execute, Theme -> #9.ThemeOverride, Theme -> #10.ThemeOverride, Enabled -> #11.Condition
#5 Get LabelWidget [K2Node_VariableGet]
LabelWidget -> #6.Object
#6 Cast To IFText [K2Node_DynamicCast]
AsInterfaceForge Text -> #9.self, AsInterfaceForge Text -> #12.self, AsInterfaceForge Text -> #13.self, AsInterfaceForge Text -> #15.self, AsInterfaceForge Text -> #16.self
#7 Get AvailabilityWidget [K2Node_VariableGet]
AvailabilityWidget -> #8.Object
#8 Cast To IFText [K2Node_DynamicCast]
AsInterfaceForge Text -> #10.self, AsInterfaceForge Text -> #14.self, AsInterfaceForge Text -> #17.self
#9 Set ThemeOverride [K2Node_VariableSet]
then -> #10.execute
#10 Set ThemeOverride [K2Node_VariableSet]
then -> #11.execute
#11 Branch [K2Node_IfThenElse]
then -> #12.execute, else -> #15.execute
#12 Set Role [K2Node_VariableSet]
then -> #13.execute
#13 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #14.execute
#14 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
#15 Set Role [K2Node_VariableSet]
then -> #16.execute
#16 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]
then -> #17.execute
#17 Refresh Appearance Target is InterfaceForge Text [K2Node_CallFunction]WBP_ProductionReadout
text
/Game/UI/Blueprint/WBP_ProductionReadout.WBP_ProductionReadout
parent: /Script/InterfaceForge.IFEntryWidget
VerticalBox_0 : VerticalBox
ReadoutTitle : IFText
ReadoutDetail : IFText
ProductionProgress : IFProgressWidget
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnEntryRefreshed [K2Node_Event]
then -> #6.execute
#5 Get EntryData [K2Node_VariableGet]
EntryData -> #6.Object
#6 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #7.self, AsIFPresentation Data -> #10.self, AsIFPresentation Data -> #13.self
#7 Get Title [K2Node_VariableGet]
Title -> #9.InText
#8 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #9.self
#9 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #12.execute
#10 Get Detail [K2Node_VariableGet]
Detail -> #12.InText, Detail -> #16.InText
#11 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #12.self
#12 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #15.execute
#13 Get Fraction [K2Node_VariableGet]
Fraction -> #15.Value
#14 Get ProductionProgress [K2Node_VariableGet]
ProductionProgress -> #15.self
#15 Set Fraction Target is Forge Progress [K2Node_CallFunction]
then -> #17.execute
#16 Text Is Empty [K2Node_CallFunction]
ReturnValue -> #17.Condition
#17 Branch [K2Node_IfThenElse]
then -> #19.execute, else -> #20.execute
#18 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #19.self, ReadoutDetail -> #20.self, ReadoutDetail -> #26.self
#19 Set Visibility Target is Widget [K2Node_CallFunction]
#20 Set Visibility Target is Widget [K2Node_CallFunction]
#21 Event OnEntryReleased [K2Node_Event]
then -> #23.execute
#22 Get ReadoutTitle [K2Node_VariableGet]
ReadoutTitle -> #23.self
#23 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #25.execute
#24 Get ReadoutDetail [K2Node_VariableGet]
ReadoutDetail -> #25.self
#25 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #26.execute
#26 Set Visibility Target is Widget [K2Node_CallFunction]
then -> #28.execute
#27 Get ProductionProgress [K2Node_VariableGet]
ProductionProgress -> #28.self
#28 Set Fraction Target is Forge Progress [K2Node_CallFunction]WBP_WatchpostEntry
text
/Game/UI/Blueprint/WBP_WatchpostEntry.WBP_WatchpostEntry
parent: /Script/InterfaceForge.IFEntryWidget
variable ProgressPresentation : byte
VerticalBox_0 : VerticalBox
RecordTitle : IFText
RecordDetail : IFText
HorizontalBox_0 : HorizontalBox
RecordCount : IFText
RecordTotal : IFText — / 4
RecordProgress : IFProgressWidget
RecordChoice : WBP_ForgeActionButton_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event OnEntryRefreshed [K2Node_Event]
then -> #6.execute
#5 Get EntryData [K2Node_VariableGet]
EntryData -> #6.Object, EntryData -> #27.Context
#6 Cast To IFPresentationData [K2Node_DynamicCast]
then -> #9.execute, AsIFPresentation Data -> #7.self, AsIFPresentation Data -> #10.self, AsIFPresentation Data -> #13.self, AsIFPresentation Data -> #17.self, AsIFPresentation Data -> #20.self
#7 Get Title [K2Node_VariableGet]
Title -> #9.InText
#8 Get RecordTitle [K2Node_VariableGet]
RecordTitle -> #9.self
#9 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #12.execute
#10 Get Detail [K2Node_VariableGet]
Detail -> #12.InText
#11 Get RecordDetail [K2Node_VariableGet]
RecordDetail -> #12.self
#12 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #15.execute
#13 Get Quantity [K2Node_VariableGet]
Quantity -> #16.Value
#14 Get RecordCount [K2Node_VariableGet]
RecordCount -> #15.self
#15 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #19.execute
#16 To Text (Integer) [K2Node_CallFunction]
ReturnValue -> #15.InText
#17 Get Fraction [K2Node_VariableGet]
Fraction -> #19.Value
#18 Get RecordProgress [K2Node_VariableGet]
RecordProgress -> #19.self, RecordProgress -> #35.self
#19 Set Fraction Target is Forge Progress [K2Node_CallFunction]
then -> #22.execute
#20 Get bEnabled [K2Node_VariableGet]
bEnabled -> #22.Available
#21 Get RecordChoice [K2Node_VariableGet]
RecordChoice -> #22.self
#22 Set Action Availability Target is IFButton [K2Node_CallFunction]
#23 On Clicked (RecordChoice) [K2Node_ComponentBoundEvent]
then -> #24.execute
#24 Find Parent Widget Of Type [K2Node_CallFunction]
then -> #26.execute, ReturnValue -> #26.Object
#25 Self-Reference [K2Node_Self]
self -> #24.StartingWidget
#26 Cast To IFScreen [K2Node_DynamicCast]
then -> #27.execute, AsIFScreen -> #27.self
#27 Request UIAction Target is IFScreen [K2Node_CallFunction]
#28 Event OnEntryReleased [K2Node_Event]
then -> #30.execute
#29 Get RecordTitle [K2Node_VariableGet]
RecordTitle -> #30.self
#30 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #32.execute
#31 Get RecordDetail [K2Node_VariableGet]
RecordDetail -> #32.self
#32 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #34.execute
#33 Get RecordCount [K2Node_VariableGet]
RecordCount -> #34.self
#34 SetText (Text) Target is Text [K2Node_CallFunction]
then -> #35.execute
#35 Set Fraction Target is Forge Progress [K2Node_CallFunction]
#36 ApplyProgressPresentation Custom Event [K2Node_CustomEvent]
then -> #37.execute, PresentationStyle -> #37.ProgressPresentation, PresentationStyle -> #38.A, PresentationStyle -> #39.A, PresentationStyle -> #45.NewStyle, PresentationStyle -> #47.NewStyle
#37 Set ProgressPresentation [K2Node_VariableSet]
then -> #41.execute
#38 Equal (Byte) [K2Node_CallFunction]
ReturnValue -> #40.A
#39 Equal (Byte) [K2Node_CallFunction]
ReturnValue -> #40.B
#40 OR Boolean [K2Node_CallFunction]
ReturnValue -> #41.Condition
#41 Branch [K2Node_IfThenElse]
then -> #45.execute, else -> #47.execute
#42 Get RecordProgress [K2Node_VariableGet]
RecordProgress -> #43.self, RecordProgress -> #45.self, RecordProgress -> #47.self
#43 Get Slot [K2Node_VariableGet]
Slot -> #44.Object
#44 Cast To VerticalBoxSlot [K2Node_DynamicCast]
AsVertical Box Slot -> #46.self, AsVertical Box Slot -> #48.self
#45 Configure Progress Target is Forge Progress [K2Node_CallFunction]
then -> #46.execute
#46 Set Horizontal Alignment Target is Vertical Box Slot [K2Node_CallFunction]
#47 Configure Progress Target is Forge Progress [K2Node_CallFunction]
then -> #48.execute
#48 Set Horizontal Alignment Target is Vertical Box Slot [K2Node_CallFunction]
#49 Event PreConstruct [K2Node_Event]
then -> #51.execute
#50 Get ProgressPresentation [K2Node_VariableGet]
ProgressPresentation -> #51.PresentationStyle
#51 Apply Progress Presentation Target is WBP Watchpost Entry [K2Node_CallFunction]WBP_WatchpostSurvey
text
/Game/UI/Blueprint/WBP_WatchpostSurvey.WBP_WatchpostSurvey
parent: /Script/InterfaceForge.IFScreen
variable LastInputPresentation : byte
variable ReduceSurveyMotion : bool
animation SurveyArrive
animation SurveyHeadingArrive
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
SurveySurface : IFSurface
VerticalBox_0 : VerticalBox
SurveyHeading : IFText — Watchpost survey
SurveyRecord : WBP_WatchpostEntry_C
CloseSurvey : WBP_ForgeActionButton_C
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 Event InitializeScreen [K2Node_Event]
then -> #5.execute, Data -> #5.Data
#5 Parent: InitializeScreen [K2Node_CallParentFunction]
then -> #8.execute
#6 Get SurveyRecord [K2Node_VariableGet]
SurveyRecord -> #8.self, SurveyRecord -> #9.self, SurveyRecord -> #14.self
#7 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #8.Data
#8 Initialize Entry Target is IFEntry [K2Node_CallFunction]
then -> #10.execute
#9 Get RecordChoice [K2Node_VariableGet]
RecordChoice -> #10.InitialFocus
#10 Set InitialFocus [K2Node_VariableSet]
#11 On Clicked (CloseSurvey) [K2Node_ComponentBoundEvent]
then -> #12.execute
#12 Request Back Target is IFScreen [K2Node_CallFunction]
#13 Event On Deactivated [K2Node_Event]
then -> #27.execute
#14 Release Entry Target is IFEntry [K2Node_CallFunction]
#15 Event OnInputPresentationUpdated [K2Node_Event]
then -> #16.execute, Presentation -> #16.LastInputPresentation
#16 Set LastInputPresentation [K2Node_VariableSet]
#17 Event On Activated [K2Node_Event]
then -> #19.execute
#18 Get SurveyArrive [K2Node_VariableGet]
SurveyArrive -> #19.InAnimation
#19 Stop Animation Target is User Widget [K2Node_CallFunction]
then -> #21.execute
#20 Get SurveySurface [K2Node_VariableGet]
SurveySurface -> #21.self
#21 Set Render Opacity Target is Widget [K2Node_CallFunction]
then -> #39.execute
#22 Get ReduceSurveyMotion [K2Node_VariableGet]
ReduceSurveyMotion -> #23.Condition
#23 Branch [K2Node_IfThenElse]
else -> #24.execute
#24 Play Animation Target is User Widget [K2Node_CallFunction]
then -> #42.execute
#25 Get SurveyArrive [K2Node_VariableGet]
SurveyArrive -> #24.InAnimation
#26 Get SurveyArrive [K2Node_VariableGet]
SurveyArrive -> #27.InAnimation
#27 Stop Animation Target is User Widget [K2Node_CallFunction]
then -> #29.execute
#28 Get SurveySurface [K2Node_VariableGet]
SurveySurface -> #29.self
#29 Set Render Opacity Target is Widget [K2Node_CallFunction]
then -> #45.execute
#30 Event OnPreferencesUpdated [K2Node_Event]
then -> #32.execute, Preferences -> #31.IFUIPreferences
#31 Break IFUIPreferences [K2Node_BreakStruct]
bReducedMotion -> #32.ReduceSurveyMotion, bReducedMotion -> #33.Condition
#32 Set ReduceSurveyMotion [K2Node_VariableSet]
then -> #33.execute
#33 Branch [K2Node_IfThenElse]
then -> #35.execute
#34 Get SurveyArrive [K2Node_VariableGet]
SurveyArrive -> #35.InAnimation
#35 Stop Animation Target is User Widget [K2Node_CallFunction]
then -> #37.execute
#36 Get SurveySurface [K2Node_VariableGet]
SurveySurface -> #37.self
#37 Set Render Opacity Target is Widget [K2Node_CallFunction]
then -> #49.execute
#38 Get SurveyHeadingArrive [K2Node_VariableGet]
SurveyHeadingArrive -> #39.InAnimation
#39 Stop Animation Target is User Widget [K2Node_CallFunction]
then -> #41.execute
#40 Get SurveyHeading [K2Node_VariableGet]
SurveyHeading -> #41.self
#41 Set Render Opacity Target is Widget [K2Node_CallFunction]
then -> #23.execute
#42 Play Animation Target is User Widget [K2Node_CallFunction]
#43 Get SurveyHeadingArrive [K2Node_VariableGet]
SurveyHeadingArrive -> #42.InAnimation
#44 Get SurveyHeadingArrive [K2Node_VariableGet]
SurveyHeadingArrive -> #45.InAnimation
#45 Stop Animation Target is User Widget [K2Node_CallFunction]
then -> #47.execute
#46 Get SurveyHeading [K2Node_VariableGet]
SurveyHeading -> #47.self
#47 Set Render Opacity Target is Widget [K2Node_CallFunction]
then -> #14.execute
#48 Get SurveyHeadingArrive [K2Node_VariableGet]
SurveyHeadingArrive -> #49.InAnimation
#49 Stop Animation Target is User Widget [K2Node_CallFunction]
then -> #51.execute
#50 Get SurveyHeading [K2Node_VariableGet]
SurveyHeading -> #51.self
#51 Set Render Opacity Target is Widget [K2Node_CallFunction]BP_TutorialController
text
/Game/UIForgeTutorial/BP_TutorialController.BP_TutorialController
parent: /Script/Engine.PlayerController
graph UserConstructionScript
#1 Construction Script [K2Node_FunctionEntry]
graph EventGraph
#1 Event BeginPlay [K2Node_Event]
#2 Event Tick [K2Node_Event]
#3 Event BeginPlay [K2Node_Event]
then -> #5.execute
#4 Is Local Controller Target is Controller [K2Node_CallFunction]
ReturnValue -> #5.Condition
#5 Branch [K2Node_IfThenElse]
then -> #8.execute
#6 Self-Reference [K2Node_Self]
self -> #7.PlayerController, self -> #10.PlayerController
#7 IFLocal Player Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #8.self, ReturnValue -> #9.self, ReturnValue -> #16.self
#8 Set Theme Target is IFLocal Player Subsystem [K2Node_CallFunction]
then -> #9.execute
#9 Create Root Target is IFLocal Player Subsystem [K2Node_CallFunction]
then -> #18.execute, ReturnValue -> #14.self
#10 Enhanced Input Local Player Subsystem [K2Node_GetSubsystemFromPC]
ReturnValue -> #11.self, ReturnValue -> #13.self
#11 Get Enhanced Input User Settings Target is Enhanced Input Subsystem Interface [K2Node_CallFunction]
ReturnValue -> #12.self
#12 Register Input Mapping Context Target is Enhanced Input User Settings [K2Node_CallFunction]
then -> #13.execute
#13 Add Mapping Context Target is Enhanced Input Subsystem Interface [K2Node_CallFunction]
then -> #14.execute
#14 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
#15 Event End Play [K2Node_Event]
then -> #16.execute
#16 Remove Root Target is IFLocal Player Subsystem [K2Node_CallFunction]
#17 IFSettings Subsystem [K2Node_GetSubsystem]
ReturnValue -> #18.self
#18 Set Audio Routing Target is IFSettings Subsystem [K2Node_CallFunction]
then -> #20.execute
#19 Self-Reference [K2Node_Self]
self -> #20.self, self -> #21.Player, self -> #23.Player, self -> #25.Player
#20 Construct BP IFOpacity Provider [K2Node_GenericCreateObject]
then -> #21.execute, ReturnValue -> #21.self, ReturnValue -> #23.self, ReturnValue -> #25.self
#21 Read Value Target is IFSetting Provider [K2Node_CallFunction]
then -> #22.execute, Value -> #23.Value, Value -> #25.Value, ReturnValue -> #22.Condition
#22 Branch [K2Node_IfThenElse]
then -> #23.execute, else -> #12.execute
#23 Validate Value Target is IFSetting Provider [K2Node_CallFunction]
then -> #24.execute, ReturnValue -> #24.Condition
#24 Branch [K2Node_IfThenElse]
then -> #25.execute, else -> #12.execute
#25 Preview Value Target is IFSetting Provider [K2Node_CallFunction]
then -> #12.executeBP_TutorialGameMode
text
/Game/UIForgeTutorial/BP_TutorialGameMode.BP_TutorialGameMode
parent: /Script/Engine.GameModeBase
graph UserConstructionScript
#1 Construction Script [K2Node_FunctionEntry]
graph EventGraph
#1 Event BeginPlay [K2Node_Event]
#2 Event Tick [K2Node_Event]WBP_TutorialHUD
text
/Game/UIForgeTutorial/WBP_TutorialHUD.WBP_TutorialHUD
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
PauseChoice : IFButton
RecordSurface : IFSurface
SurveyRecord : WBP_WatchpostEntry_C
graph BP_OnHandleBackAction
#1 On Handle Back Action [K2Node_FunctionEntry]
then -> #5.execute
#2 Return Node [K2Node_FunctionResult]
#3 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #4.self
#4 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
then -> #2.execute
#5 Set Game Paused [K2Node_CallFunction]
then -> #4.execute
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 On Clicked (PauseChoice) [K2Node_ComponentBoundEvent]
then -> #12.execute
#5 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #6.self
#6 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
#7 Event InitializeScreen [K2Node_Event]
then -> #8.execute, Data -> #8.Data
#8 Parent: InitializeScreen [K2Node_CallParentFunction]
then -> #11.execute
#9 Get UIModel Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #11.Data
#10 Get SurveyRecord [K2Node_VariableGet]
SurveyRecord -> #11.self
#11 Initialize Entry Target is IFEntry [K2Node_Message]
#12 Set Game Paused [K2Node_CallFunction]
then -> #6.executeWBP_TutorialMain
text
/Game/UIForgeTutorial/WBP_TutorialMain.WBP_TutorialMain
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
IFText_0 : IFText — WAYFARER
PlayChoice : IFButton
SettingsChoice : IFButton
DialogChoice : IFButton
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 On Clicked (PlayChoice) [K2Node_ComponentBoundEvent]
then -> #7.execute
#5 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #6.self
#6 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
then -> #9.execute
#7 Construct BP Watchpost Source [K2Node_GenericCreateObject]
then -> #6.execute, ReturnValue -> #6.Data
#8 Self-Reference [K2Node_Self]
self -> #7.self
#9 Deactivate Widget Target is Common Activatable Widget [K2Node_CallFunction]
#10 On Clicked (SettingsChoice) [K2Node_ComponentBoundEvent]
then -> #12.execute
#11 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #12.self
#12 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
#13 On Clicked (DialogChoice) [K2Node_ComponentBoundEvent]
then -> #14.execute
#14 Construct IFDialog Data [K2Node_GenericCreateObject]
then -> #16.execute, ReturnValue -> #16.self, ReturnValue -> #17.self, ReturnValue -> #19.Data, ReturnValue -> #20.self
#15 Self-Reference [K2Node_Self]
self -> #14.self
#16 Set Title [K2Node_VariableSet]
then -> #17.execute
#17 Set Message [K2Node_VariableSet]
then -> #20.execute
#18 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #19.self
#19 Push Dialog Target is IFRoot Layout [K2Node_CallFunction]
#20 Bind Event to On Completed [K2Node_AddDelegate]
then -> #19.execute
#21 HandleDeparture Custom Event [K2Node_CustomEvent]
OutputDelegate -> #20.Delegate, then -> #23.execute, Result -> #22.A
#22 Equal (Byte) [K2Node_CallFunction]
ReturnValue -> #23.Condition
#23 Branch [K2Node_IfThenElse]
then -> #28.execute
#24 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #25.self, ReturnValue -> #26.self, ReturnValue -> #27.self
#25 Clear Layer Target is IFRoot Layout [K2Node_CallFunction]
then -> #26.execute
#26 Clear Layer Target is IFRoot Layout [K2Node_CallFunction]
then -> #27.execute
#27 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
#28 Set Game Paused [K2Node_CallFunction]
then -> #25.executeWBP_TutorialPause
text
/Game/UIForgeTutorial/WBP_TutorialPause.WBP_TutorialPause
parent: /Script/InterfaceForge.IFScreen
CanvasPanel_0 : CanvasPanel
Border_0 : Border
ScaleBox_0 : ScaleBox
SizeBox_0 : SizeBox
IFSurface_0 : IFSurface
VerticalBox_0 : VerticalBox
IFText_0 : IFText — PAUSED
PlayChoice : IFButton
SettingsChoice : IFButton
DialogChoice : IFButton
graph BP_OnHandleBackAction
#1 On Handle Back Action [K2Node_FunctionEntry]
then -> #3.execute
#2 Return Node [K2Node_FunctionResult]
#3 Set Game Paused [K2Node_CallFunction]
then -> #4.execute
#4 Deactivate Widget Target is Common Activatable Widget [K2Node_CallFunction]
then -> #2.execute
graph EventGraph
#1 Event PreConstruct [K2Node_Event]
#2 Event Construct [K2Node_Event]
#3 Event Tick [K2Node_Event]
#4 On Clicked (PlayChoice) [K2Node_ComponentBoundEvent]
then -> #5.execute
#5 Request Back Target is IFScreen [K2Node_CallFunction]
#6 On Clicked (SettingsChoice) [K2Node_ComponentBoundEvent]
then -> #8.execute
#7 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #8.self
#8 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
#9 On Clicked (DialogChoice) [K2Node_ComponentBoundEvent]
then -> #10.execute
#10 Construct IFDialog Data [K2Node_GenericCreateObject]
then -> #12.execute, ReturnValue -> #12.self, ReturnValue -> #13.self, ReturnValue -> #15.Data, ReturnValue -> #16.self
#11 Self-Reference [K2Node_Self]
self -> #10.self
#12 Set Title [K2Node_VariableSet]
then -> #13.execute
#13 Set Message [K2Node_VariableSet]
then -> #16.execute
#14 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #15.self
#15 Push Dialog Target is IFRoot Layout [K2Node_CallFunction]
#16 Bind Event to On Completed [K2Node_AddDelegate]
then -> #15.execute
#17 HandleDeparture Custom Event [K2Node_CustomEvent]
OutputDelegate -> #16.Delegate, then -> #19.execute, Result -> #18.A
#18 Equal (Byte) [K2Node_CallFunction]
ReturnValue -> #19.Condition
#19 Branch [K2Node_IfThenElse]
then -> #24.execute
#20 Get Root Layout Target is IFScreen [K2Node_CallFunction]
ReturnValue -> #21.self, ReturnValue -> #22.self, ReturnValue -> #23.self
#21 Clear Layer Target is IFRoot Layout [K2Node_CallFunction]
then -> #22.execute
#22 Clear Layer Target is IFRoot Layout [K2Node_CallFunction]
then -> #23.execute
#23 Push Screen Target is IFRoot Layout [K2Node_CallFunction]
#24 Set Game Paused [K2Node_CallFunction]
then -> #21.executeBP_IFGenericController
text
/InterfaceForge/UIForge/Input/BP_IFGenericController.BP_IFGenericController
parent: /Script/CommonInput.CommonInputBaseControllerData
graph EventGraphNon-widget assets
text
/Game/Art/M_EmberSigil.M_EmberSigil — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_UI
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Opaque
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = False
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = False
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/Art/M_EmberSigil.M_EmberSigil:M_EmberSigilEditorOnlyData'
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/Art/M_OutpostPalette.M_OutpostPalette — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Opaque
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = False
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = False
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/Art/M_OutpostPalette.M_OutpostPalette:M_OutpostPaletteEditorOnlyDa
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_Blade01.SM_MF_Blade01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_Blade01.SM_MF_Blade01:BodySetu
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_Blade01.SM_MF_
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_Blade01.SM_MF_Bla
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBanner01.SM_MF_CastleBanner01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBanner01.SM_MF_CastleBan
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBanner01
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = False
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBanner01.SM
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBondedDoorway400.SM_MF_CastleBondedDoorway400 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBondedDoorway400.SM_MF_C
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBondedDo
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = False
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBondedDoorw
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBondedDoorway600.SM_MF_CastleBondedDoorway600 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBondedDoorway600.SM_MF_C
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBondedDo
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = False
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBondedDoorw
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBrazier01.SM_MF_CastleBrazier01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBrazier01.SM_MF_CastleBr
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBrazier0
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleBrazier01.S
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleNaveRib01.SM_MF_CastleNaveRib01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleNaveRib01.SM_MF_CastleNa
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleNaveRib0
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = False
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastleNaveRib01.S
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastlePointedArch01.SM_MF_CastlePointedArch01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastlePointedArch01.SM_MF_Cast
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastlePointedA
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = False
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_CastlePointedArch
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_FloorSlab01.SM_MF_FloorSlab01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_FloorSlab01.SM_MF_FloorSlab01:
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_FloorSlab01.SM
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_FloorSlab01.SM_MF
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_ObjectiveCore01.SM_MF_ObjectiveCore01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_ObjectiveCore01.SM_MF_Objectiv
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_ObjectiveCore0
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_ObjectiveCore01.S
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_PathSection01.SM_MF_PathSection01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_PathSection01.SM_MF_PathSectio
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_PathSection01.
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_PathSection01.SM_
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_Pillar01.SM_MF_Pillar01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_Pillar01.SM_MF_Pillar01:BodySe
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_Pillar01.SM_MF
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_Pillar01.SM_MF_Pi
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_RockCluster01.SM_MF_RockCluster01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_RockCluster01.SM_MF_RockCluste
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_RockCluster01.
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_RockCluster01.SM_
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_RubbleCluster01.SM_MF_RubbleCluster01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_RubbleCluster01.SM_MF_RubbleCl
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_RubbleCluster0
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_RubbleCluster01.S
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_Staff01.SM_MF_Staff01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_Staff01.SM_MF_Staff01:BodySetu
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_Staff01.SM_MF_
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_Staff01.SM_MF_Sta
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_StairsRamp01.SM_MF_StairsRamp01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_StairsRamp01.SM_MF_StairsRamp0
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_StairsRamp01.S
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_StairsRamp01.SM_M
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerBase01.SM_MF_TowerBase01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerBase01.SM_MF_TowerBase01:
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerBase01.SM
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerBase01.SM_MF
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerCannon01.SM_MF_TowerCannon01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerCannon01.SM_MF_TowerCanno
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerCannon01.
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerCannon01.SM_
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerMortar01.SM_MF_TowerMortar01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerMortar01.SM_MF_TowerMorta
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerMortar01.
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerMortar01.SM_
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerSlowEmitter01.SM_MF_TowerSlowEmitter01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerSlowEmitter01.SM_MF_Tower
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerSlowEmitt
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_TowerSlowEmitter0
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_WallCorner01.SM_MF_WallCorner01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_WallCorner01.SM_MF_WallCorner0
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_WallCorner01.S
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_WallCorner01.SM_M
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_WallStraight01.SM_MF_WallStraight01 — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 64
LightMapCoordinateIndex : int32 = 1
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_WallStraight01.SM_MF_WallStrai
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxStaticMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_WallStraight01
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = True
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeArt/MassForge/DarkCastle/Architecture/SM_MF_WallStraight01.SM
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/CombatMotion_v003/Skeletal/SK_MF_Infantry01_RepairedBasis.SK_MF_Infantry01_RepairedBasis — SkeletalMesh
SourceModels : TArray = ((TriangleCount=15270,VertexCount=13727,Bounds=(Origin=(X=-0.068382,Y=0.055634,Z=89.827257),BoxExtent=(X=42.44
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
Materials : TArray = ((MaterialInterface="/Script/Engine.Material'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Mate
SkelMirrorTable : TArray
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
MinQualityLevelLOD : FPerQualityLevelInt = (Default=0,PerQuality=())
MinLod : FPerPlatformInt = (Default=0,PerPlatform=())
DisableBelowMinLodStripping : FPerPlatformBool = (Default=False,PerPlatform=())
bOverrideLODStreamingSettings : bool = False
bSupportLODStreaming : FPerPlatformBool = (Default=False,PerPlatform=())
MaxNumStreamedLODs : FPerPlatformInt = (Default=0,PerPlatform=())
MaxNumOptionalLODs : FPerPlatformInt = (Default=0,PerPlatform=())
LODSettings : TObjectPtr<USkeletalMeshLODSettings> = None
DefaultAnimatingRig : TSoftObjectPtr<UObject> = None
SkelMirrorAxis : TEnumAsByte<EAxis::Type> = None
SkelMirrorFlipAxis : TEnumAsByte<EAxis::Type> = None
bEnablePerPolyCollision : uint8 = False
PhysicsAsset : TObjectPtr<UPhysicsAsset> = /Script/Engine.PhysicsAsset'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infant
ShadowPhysicsAsset : TObjectPtr<UPhysicsAsset> = None
NodeMappingData : TArray
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxSkeletalMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Combat
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bSupportRayTracing : uint8 = True
RayTracingMinLOD : int32 = 0
ClothLODBiasMode : EClothLODBiasMode = MappingsToSameLOD
PostProcessAnimBlueprint : TSubclassOf<UAnimInstance> = None
PostProcessAnimBPLODThreshold : int32 = -1
MeshClothingAssets : TArray
SamplingInfo : FSkeletalMeshSamplingInfo = (Regions=,BuiltData=(WholeMeshBuiltData=(()),RegionBuiltData=))
AssetUserData : TArray
AssetUserDataEditorOnly : TArray
SkinWeightProfiles : TArray
DefaultMeshDeformer : TObjectPtr<UMeshDeformer> = None
TargetMeshDeformers : TObjectPtr<UMeshDeformerCollection> = None
OverlayMaterial : TObjectPtr<UMaterialInterface> = None
OverlayMaterialMaxDrawDistance : float = 0.000000
ForwardAxis : TEnumAsByte<EAxis::Type> = Y
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Materials/M_MF_Infantry01_Skeletal.M_MF_Infantry01_Skeletal — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Masked
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = True
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Materials/M
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01.SK_MF_Infantry01 — SkeletalMesh
SourceModels : TArray = ((TriangleCount=15270,VertexCount=13727,Bounds=(Origin=(X=-0.068382,Y=0.055634,Z=89.827257),BoxExtent=(X=42.44
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
Materials : TArray = ((MaterialInterface="/Script/Engine.Material'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Mate
SkelMirrorTable : TArray
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
MinQualityLevelLOD : FPerQualityLevelInt = (Default=0,PerQuality=())
MinLod : FPerPlatformInt = (Default=0,PerPlatform=())
DisableBelowMinLodStripping : FPerPlatformBool = (Default=False,PerPlatform=())
bOverrideLODStreamingSettings : bool = False
bSupportLODStreaming : FPerPlatformBool = (Default=False,PerPlatform=())
MaxNumStreamedLODs : FPerPlatformInt = (Default=0,PerPlatform=())
MaxNumOptionalLODs : FPerPlatformInt = (Default=0,PerPlatform=())
LODSettings : TObjectPtr<USkeletalMeshLODSettings> = None
DefaultAnimatingRig : TSoftObjectPtr<UObject> = None
SkelMirrorAxis : TEnumAsByte<EAxis::Type> = None
SkelMirrorFlipAxis : TEnumAsByte<EAxis::Type> = None
bEnablePerPolyCollision : uint8 = False
PhysicsAsset : TObjectPtr<UPhysicsAsset> = /Script/Engine.PhysicsAsset'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infant
ShadowPhysicsAsset : TObjectPtr<UPhysicsAsset> = None
NodeMappingData : TArray
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxSkeletalMeshImportData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skelet
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bSupportRayTracing : uint8 = True
RayTracingMinLOD : int32 = 0
ClothLODBiasMode : EClothLODBiasMode = MappingsToSameLOD
PostProcessAnimBlueprint : TSubclassOf<UAnimInstance> = None
PostProcessAnimBPLODThreshold : int32 = -1
MeshClothingAssets : TArray
SamplingInfo : FSkeletalMeshSamplingInfo = (Regions=,BuiltData=(WholeMeshBuiltData=(()),RegionBuiltData=))
AssetUserData : TArray
AssetUserDataEditorOnly : TArray
SkinWeightProfiles : TArray
DefaultMeshDeformer : TObjectPtr<UMeshDeformer> = None
TargetMeshDeformers : TObjectPtr<UMeshDeformerCollection> = None
OverlayMaterial : TObjectPtr<UMaterialInterface> = None
OverlayMaterialMaxDrawDistance : float = 0.000000
ForwardAxis : TEnumAsByte<EAxis::Type> = Y
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01_PhysicsAsset.SK_MF_Infantry01_PhysicsAsset — PhysicsAsset
PhysicalAnimationProfiles : TArray
ConstraintProfiles : TArray
SolverSettings : FPhysicsAssetSolverSettings = (PositionIterations=6,VelocityIterations=1,ProjectionIterations=1,CullDistance=3.000000,MaxDepenetrationVeloci
SolverIterations : FSolverIterations = (SolverIterations=3,JointIterations=2,CollisionIterations=2,SolverPushOutIterations=1,JointPushOutIterations=1
SolverType : EPhysicsAssetSolverType = World
bNotForDedicatedServer : uint8 = False
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetUserData : TArray
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01_Skeleton.SK_MF_Infantry01_Skeleton — Skeleton
BoneTree : TArray = ((),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(),(
PreviewForwardAxis : TEnumAsByte<EAxis::Type> = Y
CompatibleSkeletons : TArray
bUseRetargetModesFromCompatibleSkeleton : bool = False
AssetUserData : TArray = ("/Script/Engine.AnimCurveMetaData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF
AssetUserDataEditorOnly : TArray
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Animations/A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_cast.A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_cast — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxAnimSequenceImportData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordS
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=30,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 37
NumberOfSampledFrames : int32 = 36
PerBoneCustomAttributeData : TArray
SequenceLength : float = 1.200000
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Anima
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_7'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Animations/A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_death.A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_death — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxAnimSequenceImportData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordS
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=30,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 41
NumberOfSampledFrames : int32 = 40
PerBoneCustomAttributeData : TArray
SequenceLength : float = 1.333333
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Anima
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_8'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Animations/A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_hit_reaction.A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_hit_reaction — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxAnimSequenceImportData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordS
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=30,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 16
NumberOfSampledFrames : int32 = 15
PerBoneCustomAttributeData : TArray
SequenceLength : float = 0.500000
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Anima
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_9'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Animations/A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_idle.A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_idle — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxAnimSequenceImportData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordS
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=30,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 61
NumberOfSampledFrames : int32 = 60
PerBoneCustomAttributeData : TArray
SequenceLength : float = 2.000000
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Anima
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_10'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Animations/A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_melee_attack.A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_melee_attack — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxAnimSequenceImportData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordS
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=30,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 29
NumberOfSampledFrames : int32 = 28
PerBoneCustomAttributeData : TArray
SequenceLength : float = 0.933333
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Anima
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_11'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Animations/A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_run.A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_run — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxAnimSequenceImportData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordS
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=30,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 23
NumberOfSampledFrames : int32 = 22
PerBoneCustomAttributeData : TArray
SequenceLength : float = 0.733333
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Anima
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_12'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Animations/A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_walk.A_MF_Infantry01_SwordSweep_MF_Infantry01_AuthorRig_walk — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/UnrealEd.FbxAnimSequenceImportData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordS
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=30,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 33
NumberOfSampledFrames : int32 = 32
PerBoneCustomAttributeData : TArray
SequenceLength : float = 1.066667
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/SwordSweep_v001/Anima
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_13'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Textures/T_MF_Infantry01_Game_BaseColor.T_MF_Infantry01_Game_BaseColor — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantr
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Default
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Textures/T_MF_Infantry01_Game_MetallicRoughness.T_MF_Infantry01_Game_MetallicRoughness — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantr
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Masks
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Textures/T_MF_Infantry01_Game_Normal.T_MF_Infantry01_Game_Normal — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantr
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = True
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Normalmap
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_WorldNormalMap
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_CastleEquipped_Blade01_0.M_MF_CastleEquipped_Blade01_0 — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Masked
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_Castle
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_CastleEquipped_Blade01_1.M_MF_CastleEquipped_Blade01_1 — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Masked
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_Castle
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_CastleEquipped_Blade01_2.M_MF_CastleEquipped_Blade01_2 — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Masked
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_Castle
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_CastleEquipped_Staff01_0.M_MF_CastleEquipped_Staff01_0 — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Masked
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_Castle
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_CastleEquipped_Staff01_1.M_MF_CastleEquipped_Staff01_1 — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Masked
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_Castle
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_CastleEquipped_Staff01_2.M_MF_CastleEquipped_Staff01_2 — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Masked
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_Castle
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_CastleEquipped_Staff01_3.M_MF_CastleEquipped_Staff01_3 — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Masked
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_Castle
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_CastleEquipped_Staff01_4.M_MF_CastleEquipped_Staff01_4 — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Masked
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Equipment/StateMaterials/M_MF_Castle
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Materials/MI_MF_CastleBanner_Oxblood.MI_MF_CastleBanner_Oxblood — MaterialInstanceConstant
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
Parent : TObjectPtr<UMaterialInterface> = /Script/Engine.Material'/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_CastleBannerWool.M_MF_CastleBannerW
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
bOverrideSubsurfaceProfile : uint8 = False
bOverrideSpecularProfile : uint8 = False
bOverrideToonProfile : uint8 = False
bOverrideBlendableLocation : uint8 = False
bOverrideBlendablePriority : uint8 = False
bOverridePhysMaterial : uint8 = False
BlendableLocationOverride : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendablePriorityOverride : int32 = 0
ScalarParameterValues : TArray
VectorParameterValues : TArray = ((ParameterInfo=(Name="ClothTint"),ParameterValue=(R=0.160000,G=0.028000,B=0.031000,A=1.000000),ExpressionGUID
DoubleVectorParameterValues : TArray
TextureParameterValues : TArray
TextureCollectionParameterValues : TArray
ParameterCollectionParameterValues : TArray
RuntimeVirtualTextureParameterValues : TArray
SparseVolumeTextureParameterValues : TArray
FontParameterValues : TArray
UserSceneTextureOverrides : TArray
BasePropertyOverrides : FMaterialInstanceBasePropertyOverrides = (bOverride_OpacityMaskClipValue=False,bOverride_BlendMode=False,bOverride_ShadingModel=False,bOverride_Dithere
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialInstanceEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Materials/MI_MF_CastleBanner
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Materials/MI_MF_CastleBanner_StitchedGold.MI_MF_CastleBanner_StitchedGold — MaterialInstanceConstant
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
Parent : TObjectPtr<UMaterialInterface> = /Script/Engine.Material'/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_CastleBannerWool.M_MF_CastleBannerW
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
bOverrideSubsurfaceProfile : uint8 = False
bOverrideSpecularProfile : uint8 = False
bOverrideToonProfile : uint8 = False
bOverrideBlendableLocation : uint8 = False
bOverrideBlendablePriority : uint8 = False
bOverridePhysMaterial : uint8 = False
BlendableLocationOverride : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendablePriorityOverride : int32 = 0
ScalarParameterValues : TArray
VectorParameterValues : TArray = ((ParameterInfo=(Name="ClothTint"),ParameterValue=(R=0.280000,G=0.170000,B=0.065000,A=1.000000),ExpressionGUID
DoubleVectorParameterValues : TArray
TextureParameterValues : TArray
TextureCollectionParameterValues : TArray
ParameterCollectionParameterValues : TArray
RuntimeVirtualTextureParameterValues : TArray
SparseVolumeTextureParameterValues : TArray
FontParameterValues : TArray
UserSceneTextureOverrides : TArray
BasePropertyOverrides : FMaterialInstanceBasePropertyOverrides = (bOverride_OpacityMaskClipValue=False,bOverride_BlendMode=False,bOverride_ShadingModel=False,bOverride_Dithere
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialInstanceEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Materials/MI_MF_CastleBanner
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_CastleBannerWool.M_MF_CastleBannerWool — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Opaque
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = True
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = False
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = False
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_CastleBannerWool.M_MF
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_Castle_Bronze.M_MF_Castle_Bronze — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Opaque
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_Castle_Bronze.M_MF_Ca
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_Castle_Energy.M_MF_Castle_Energy — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Opaque
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_Castle_Energy.M_MF_Ca
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_Castle_FactionPaint.M_MF_Castle_FactionPaint — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Opaque
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_Castle_FactionPaint.M
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_Castle_Mortar.M_MF_Castle_Mortar — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Opaque
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_Castle_Mortar.M_MF_Ca
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_Castle_Steel.M_MF_Castle_Steel — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Opaque
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_Castle_Steel.M_MF_Cas
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_Castle_Stone.M_MF_Castle_Stone — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Opaque
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = True
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = True
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeArt/MassForge/DarkCastle/Materials/M_MF_Castle_Stone.M_MF_Cas
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Bronze_BaseColor.T_MF_Castle_Bronze_BaseColor — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Default
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Bronze_MetallicRoughness.T_MF_Castle_Bronze_MetallicRoughness — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Masks
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Bronze_Normal.T_MF_Castle_Bronze_Normal — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = True
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Normalmap
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_WorldNormalMap
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Energy_BaseColor.T_MF_Castle_Energy_BaseColor — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Default
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Energy_MetallicRoughness.T_MF_Castle_Energy_MetallicRoughness — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Masks
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Energy_Normal.T_MF_Castle_Energy_Normal — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = True
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Normalmap
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_WorldNormalMap
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_FactionPaint_BaseColor.T_MF_Castle_FactionPaint_BaseColor — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Default
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_FactionPaint_MetallicRoughness.T_MF_Castle_FactionPaint_MetallicRoughness — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Masks
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_FactionPaint_Normal.T_MF_Castle_FactionPaint_Normal — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = True
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Normalmap
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_WorldNormalMap
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Leather_BaseColor.T_MF_Castle_Leather_BaseColor — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Default
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Leather_MetallicRoughness.T_MF_Castle_Leather_MetallicRoughness — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Masks
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Leather_Normal.T_MF_Castle_Leather_Normal — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = True
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Normalmap
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_WorldNormalMap
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Mortar_BaseColor.T_MF_Castle_Mortar_BaseColor — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Default
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Mortar_MetallicRoughness.T_MF_Castle_Mortar_MetallicRoughness — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Masks
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Mortar_Normal.T_MF_Castle_Mortar_Normal — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = True
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Normalmap
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_WorldNormalMap
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Steel_BaseColor.T_MF_Castle_Steel_BaseColor — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Default
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Steel_MetallicRoughness.T_MF_Castle_Steel_MetallicRoughness — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Masks
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Steel_Normal.T_MF_Castle_Steel_Normal — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = True
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Normalmap
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_WorldNormalMap
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Stone_BaseColor.T_MF_Castle_Stone_BaseColor — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Default
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Stone_MetallicRoughness.T_MF_Castle_Stone_MetallicRoughness — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Masks
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Stone_Normal.T_MF_Castle_Stone_Normal — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = True
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Normalmap
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_WorldNormalMap
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Wood_BaseColor.T_MF_Castle_Wood_BaseColor — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Default
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Wood_MetallicRoughness.T_MF_Castle_Wood_MetallicRoughness — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Masks
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_Wood_Normal.T_MF_Castle_Wood_Normal — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeArt/MassForge/DarkCastle/Textures/T_MF_Castle_
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = True
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Normalmap
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_WorldNormalMap
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/Animation/HumanMotion22/A_IF_cast.A_IF_cast — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_cast.A_IF_cast:AssetImportData
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=60,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 61
NumberOfSampledFrames : int32 = 60
PerBoneCustomAttributeData : TArray
SequenceLength : float = 1.000000
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_cast.A_IF_cast:AnimationSequencer
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_0'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeExamples/Animation/HumanMotion22/A_IF_death.A_IF_death — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_death.A_IF_death:AssetImportDa
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=60,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 109
NumberOfSampledFrames : int32 = 108
PerBoneCustomAttributeData : TArray
SequenceLength : float = 1.800000
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_death.A_IF_death:AnimationSequenc
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_1'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeExamples/Animation/HumanMotion22/A_IF_hit_reaction.A_IF_hit_reaction — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_hit_reaction.A_IF_hit_reaction
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=60,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 25
NumberOfSampledFrames : int32 = 24
PerBoneCustomAttributeData : TArray
SequenceLength : float = 0.400000
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_hit_reaction.A_IF_hit_reaction:An
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_2'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeExamples/Animation/HumanMotion22/A_IF_idle.A_IF_idle — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_idle.A_IF_idle:AssetImportData
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=60,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 145
NumberOfSampledFrames : int32 = 144
PerBoneCustomAttributeData : TArray
SequenceLength : float = 2.400000
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_idle.A_IF_idle:AnimationSequencer
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_3'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeExamples/Animation/HumanMotion22/A_IF_melee_attack.A_IF_melee_attack — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_melee_attack.A_IF_melee_attack
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=60,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 97
NumberOfSampledFrames : int32 = 96
PerBoneCustomAttributeData : TArray
SequenceLength : float = 1.600000
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_melee_attack.A_IF_melee_attack:An
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_4'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeExamples/Animation/HumanMotion22/A_IF_run.A_IF_run — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_run.A_IF_run:AssetImportData'
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=60,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 49
NumberOfSampledFrames : int32 = 48
PerBoneCustomAttributeData : TArray
SequenceLength : float = 0.800000
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_run.A_IF_run:AnimationSequencerDa
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_6'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeExamples/Animation/HumanMotion22/A_IF_walk.A_IF_walk — AnimSequence
AnimationTrackNames : TArray
bAllowFrameStripping : bool = True
CompressionErrorThresholdScale : float = 1.000000
BoneCompressionSettings : TObjectPtr<UAnimBoneCompressionSettings> = /Script/Engine.AnimBoneCompressionSettings'/ACLPlugin/ACLAnimBoneCompressionSettings.ACLAnimBoneCompressionSet
CurveCompressionSettings : TObjectPtr<UAnimCurveCompressionSettings> = /Script/Engine.AnimCurveCompressionSettings'/ACLPlugin/ACLAnimCurveCompressionSettings.ACLAnimCurveCompression
VariableFrameStrippingSettings : TObjectPtr<UVariableFrameStrippingSettings> = /Script/Engine.VariableFrameStrippingSettings'/Engine/Animation/DefaultVariableFrameStrippingSettings.DefaultV
AdditiveAnimType : TEnumAsByte<EAdditiveAnimationType> = AAT_None
RefPoseType : TEnumAsByte<EAdditiveBasePoseType> = ABPT_None
RefFrameIndex : int32 = 0
RefPoseSeq : TObjectPtr<UAnimSequence> = None
RetargetSource : FName = None
RetargetSourceAsset : TSoftObjectPtr<USkeletalMesh> = None
Interpolation : EAnimInterpolationType = Linear
bEnableRootMotion : bool = False
RootMotionRootLock : TEnumAsByte<ERootMotionRootLock::Type> = RefPose
bForceRootLock : bool = False
bUseNormalizedRootMotionScale : bool = True
bDoNotOverrideCompression : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_walk.A_IF_walk:AssetImportData
StripAnimDataOnDedicatedServer : EStripAnimDataOnDedicatedServerSettings = UseProjectSetting
PlatformTargetFrameRate : FPerPlatformFrameRate = (Default=(Numerator=60,Denominator=1),PerPlatform=())
NumberOfSampledKeys : int32 = 73
NumberOfSampledFrames : int32 = 72
PerBoneCustomAttributeData : TArray
SequenceLength : float = 1.200000
RateScale : float = 1.000000
bLoop : bool = False
DataModel : TObjectPtr<UAnimDataModel> = None
DataModelInterface : TScriptInterface = AnimationSequencerDataModel'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_walk.A_IF_walk:AnimationSequencer
Controller : TScriptInterface = AnimSequencerController'/Engine/Transient.AnimSequencerController_5'
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray = ("/Script/AnimationModifiers.AnimationModifiersAssetUserData'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeExamples/Animation/HumanMotion22/BS_IFLocomotion.BS_IFLocomotion — BlendSpace1D
bScaleAnimation : bool = False
InterpolationParam : FInterpolationParameter = (InterpolationTime=0.120000,DampingRatio=1.000000,MaxSpeed=0.000000,InterpolationType=BSIT_SpringDamper)
AnalysisProperties : TObjectPtr<UAnalysisProperties> = None
TargetWeightInterpolationSpeedPerSec : float = 0.000000
bTargetWeightInterpolationEaseInOut : bool = True
bAllowMeshSpaceBlending : bool = False
bLoop : bool = True
bAllowMarkerBasedSync : bool = True
bShouldMatchSyncPhases : bool = False
bUseLegacySamplePointAnimationLengthCalculations : bool = False
PreviewBasePose : TObjectPtr<UAnimSequence> = None
NotifyTriggerMode : TEnumAsByte<ENotifyTriggerMode::Type> = HighestWeightedAnimation
bInterpolateUsingGrid : bool = False
PreferredTriangulationDirection : EPreferredTriangulationDirection = Tangential
MirrorDataTable : TObjectPtr<UMirrorDataTable> = None
PerBoneBlendMode : EBlendSpacePerBoneBlendMode = ManualPerBoneOverride
ManualPerBoneOverrides : TArray
PerBoneBlendProfile : FBlendSpaceBlendProfile = (BlendProfile=None,TargetWeightInterpolationSpeedPerSec=0.000000)
SampleData : TArray = ((Animation="/Script/Engine.AnimSequence'/Game/ForgeExamples/Animation/HumanMotion22/A_IF_idle.A_IF_idle'"),(A
BlendParameters : FBlendParameter = (DisplayName="Speed (cm/s)",Min=0.000000,Max=610.750122,GridNum=8,bSnapToGrid=False,bWrapInput=False)
AxisToScaleAnimation : TEnumAsByte<EBlendSpaceAxis> = BSA_None
Skeleton : TObjectPtr<USkeleton> = /Script/Engine.Skeleton'/Game/ForgeArt/MassForge/DarkCastle/Characters/MF_Infantry01/Skeletal/SK_MF_Infantry01
MetaData : TArray
ParentAsset : TObjectPtr<UAnimationAsset> = None
AssetMappingTable : TObjectPtr<UAssetMappingTable> = None
AssetUserData : TArray
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
PreviewPoseAsset : TObjectPtr<UPoseAsset> = None
/Game/ForgeExamples/Environment/SM_IFCourtyardTerrain.SM_IFCourtyardTerrain — StaticMesh
LODGroup : FName = None
NaniteSettings : FMeshNaniteSettings = (bEnabled=False,bExplicitTangents=False,bLerpUVs=True,bSeparable=False,bVoxelNDF=True,bVoxelOpacity=False,Shap
LODStreaming : EStaticMeshLODStreaming = Default
LightMapResolution : int32 = 4
LightMapCoordinateIndex : int32 = 0
StaticMeshPaintSupport : EStaticMeshPaintSupport = Default
MeshPaintTextureCoordinateIndex : int32 = 0
MeshPaintTextureResolution : int32 = 0
DistanceFieldSelfShadowBias : float = 0.000000
BodySetup : TObjectPtr<UBodySetup> = /Script/Engine.BodySetup'/Game/ForgeExamples/Environment/SM_IFCourtyardTerrain.SM_IFCourtyardTerrain:BodySetup
LODForCollision : int32 = 0
bGenerateMeshDistanceField : uint8 = False
bHasNavigationData : uint8 = True
bSupportUniformlyDistributedSampling : uint8 = False
bSupportPhysicalMaterialMasks : uint8 = False
bUseLegacyTangentScaling : uint8 = False
RayTracingProxySettings : FMeshRayTracingProxySettings = (bEnabled=False,FallbackTarget=Auto,FallbackPercentTriangles=1.000000,FallbackRelativeError=2.000000,FoliageOv
bSupportRayTracing : uint8 = True
bAllowCPUAccess : uint8 = False
bSupportGpuUniformlyDistributedSampling : uint8 = False
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/Environment/SM_IFCourtyardTerrain.SM_
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
bCustomizedCollision : bool = False
PositiveBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
NegativeBoundsExtension : FVector = (X=0.000000,Y=0.000000,Z=0.000000)
AssetUserData : TArray
ComplexCollisionMesh : TObjectPtr<UStaticMesh> = None
NavCollision : TObjectPtr<UNavCollisionBase> = /Script/NavigationSystem.NavCollision'/Game/ForgeExamples/Environment/SM_IFCourtyardTerrain.SM_IFCourtyardTerr
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/Environment/T_IFCourtyardSoil.T_IFCourtyardSoil — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/Environment/T_IFCourtyardSoil.T_IFCou
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Default
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_World
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/Environment/T_IFCourtyardSoil_N.T_IFCourtyardSoil_N — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/Environment/T_IFCourtyardSoil_N.T_IFC
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_FromTextureGroup
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Normalmap
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_WorldNormalMap
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = False
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/Input/Army/IA_IF_Attack.IA_IF_Attack — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Attack.IA_IF_Attack:Playe
/Game/ForgeExamples/Input/Army/IA_IF_Formation.IA_IF_Formation — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Formation.IA_IF_Formation
/Game/ForgeExamples/Input/Army/IA_IF_Group1.IA_IF_Group1 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Group1.IA_IF_Group1:Playe
/Game/ForgeExamples/Input/Army/IA_IF_Group2.IA_IF_Group2 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Group2.IA_IF_Group2:Playe
/Game/ForgeExamples/Input/Army/IA_IF_Group3.IA_IF_Group3 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Group3.IA_IF_Group3:Playe
/Game/ForgeExamples/Input/Army/IA_IF_Group4.IA_IF_Group4 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Group4.IA_IF_Group4:Playe
/Game/ForgeExamples/Input/Army/IA_IF_Group5.IA_IF_Group5 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Group5.IA_IF_Group5:Playe
/Game/ForgeExamples/Input/Army/IA_IF_Group6.IA_IF_Group6 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Group6.IA_IF_Group6:Playe
/Game/ForgeExamples/Input/Army/IA_IF_Group7.IA_IF_Group7 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Group7.IA_IF_Group7:Playe
/Game/ForgeExamples/Input/Army/IA_IF_Group8.IA_IF_Group8 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Group8.IA_IF_Group8:Playe
/Game/ForgeExamples/Input/Army/IA_IF_Group9.IA_IF_Group9 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Group9.IA_IF_Group9:Playe
/Game/ForgeExamples/Input/Army/IA_IF_Hold.IA_IF_Hold — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Hold.IA_IF_Hold:PlayerMap
/Game/ForgeExamples/Input/Army/IA_IF_MoveBack.IA_IF_MoveBack — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_MoveBack.IA_IF_MoveBack:P
/Game/ForgeExamples/Input/Army/IA_IF_MoveForward.IA_IF_MoveForward — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_MoveForward.IA_IF_MoveFor
/Game/ForgeExamples/Input/Army/IA_IF_MoveLeft.IA_IF_MoveLeft — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_MoveLeft.IA_IF_MoveLeft:P
/Game/ForgeExamples/Input/Army/IA_IF_MoveRight.IA_IF_MoveRight — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_MoveRight.IA_IF_MoveRight
/Game/ForgeExamples/Input/Army/IA_IF_Pause.IA_IF_Pause — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Pause.IA_IF_Pause:PlayerM
/Game/ForgeExamples/Input/Army/IA_IF_SelectAll.IA_IF_SelectAll — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_SelectAll.IA_IF_SelectAll
/Game/ForgeExamples/Input/Army/IA_IF_Stop.IA_IF_Stop — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Stop.IA_IF_Stop:PlayerMap
/Game/ForgeExamples/Input/Army/IA_IF_Train.IA_IF_Train — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/Army/IA_IF_Train.IA_IF_Train:PlayerM
/Game/ForgeExamples/Input/Army/IMC_IFArmy.IMC_IFArmy — InputMappingContext
DefaultKeyMappings : FInputMappingContextMappingData = (Mappings=((Action="/Script/EnhancedInput.InputAction'/Game/ForgeExamples/Input/Army/IA_IF_Attack.IA_IF_Attack
MappingProfileOverrides : TMap = ()
InputModeFilterOptions : EMappingContextInputModeFilterOptions = UseProjectDefaultQuery
InputModeQueryOverride : FGameplayTagQuery = (TokenStreamVersion=0,TagDictionary=,QueryTokenStream=,UserDescription="",AutoDescription="")
RegistrationTrackingMode : EMappingContextRegistrationTrackingMode = Untracked
ContextDescription : FText
/Game/ForgeExamples/Input/IA_IF_Ability1.IA_IF_Ability1 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Ability1.IA_IF_Ability1:Player
/Game/ForgeExamples/Input/IA_IF_Ability2.IA_IF_Ability2 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Ability2.IA_IF_Ability2:Player
/Game/ForgeExamples/Input/IA_IF_Ability3.IA_IF_Ability3 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Ability3.IA_IF_Ability3:Player
/Game/ForgeExamples/Input/IA_IF_Ability4.IA_IF_Ability4 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Ability4.IA_IF_Ability4:Player
/Game/ForgeExamples/Input/IA_IF_Ability5.IA_IF_Ability5 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Ability5.IA_IF_Ability5:Player
/Game/ForgeExamples/Input/IA_IF_Ability6.IA_IF_Ability6 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Ability6.IA_IF_Ability6:Player
/Game/ForgeExamples/Input/IA_IF_Attack.IA_IF_Attack — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Attack.IA_IF_Attack:PlayerMapp
/Game/ForgeExamples/Input/IA_IF_Formation.IA_IF_Formation — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Formation.IA_IF_Formation:Play
/Game/ForgeExamples/Input/IA_IF_Group1.IA_IF_Group1 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Group1.IA_IF_Group1:PlayerMapp
/Game/ForgeExamples/Input/IA_IF_Group2.IA_IF_Group2 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Group2.IA_IF_Group2:PlayerMapp
/Game/ForgeExamples/Input/IA_IF_Group3.IA_IF_Group3 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Group3.IA_IF_Group3:PlayerMapp
/Game/ForgeExamples/Input/IA_IF_Group4.IA_IF_Group4 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Group4.IA_IF_Group4:PlayerMapp
/Game/ForgeExamples/Input/IA_IF_Group5.IA_IF_Group5 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Group5.IA_IF_Group5:PlayerMapp
/Game/ForgeExamples/Input/IA_IF_Group6.IA_IF_Group6 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Group6.IA_IF_Group6:PlayerMapp
/Game/ForgeExamples/Input/IA_IF_Group7.IA_IF_Group7 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Group7.IA_IF_Group7:PlayerMapp
/Game/ForgeExamples/Input/IA_IF_Group8.IA_IF_Group8 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Group8.IA_IF_Group8:PlayerMapp
/Game/ForgeExamples/Input/IA_IF_Group9.IA_IF_Group9 — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Group9.IA_IF_Group9:PlayerMapp
/Game/ForgeExamples/Input/IA_IF_Hold.IA_IF_Hold — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Hold.IA_IF_Hold:PlayerMappable
/Game/ForgeExamples/Input/IA_IF_MoveBack.IA_IF_MoveBack — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_MoveBack.IA_IF_MoveBack:Player
/Game/ForgeExamples/Input/IA_IF_MoveForward.IA_IF_MoveForward — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_MoveForward.IA_IF_MoveForward:
/Game/ForgeExamples/Input/IA_IF_MoveLeft.IA_IF_MoveLeft — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_MoveLeft.IA_IF_MoveLeft:Player
/Game/ForgeExamples/Input/IA_IF_MoveRight.IA_IF_MoveRight — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_MoveRight.IA_IF_MoveRight:Play
/Game/ForgeExamples/Input/IA_IF_Pause.IA_IF_Pause — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Pause.IA_IF_Pause:PlayerMappab
/Game/ForgeExamples/Input/IA_IF_SelectAll.IA_IF_SelectAll — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_SelectAll.IA_IF_SelectAll:Play
/Game/ForgeExamples/Input/IA_IF_Stop.IA_IF_Stop — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Stop.IA_IF_Stop:PlayerMappable
/Game/ForgeExamples/Input/IA_IF_TargetNext.IA_IF_TargetNext — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_TargetNext.IA_IF_TargetNext:Pl
/Game/ForgeExamples/Input/IA_IF_Train.IA_IF_Train — InputAction
ActionDescription : FText
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/ForgeExamples/Input/IA_IF_Train.IA_IF_Train:PlayerMappab
/Game/ForgeExamples/Input/IMC_IFArmy.IMC_IFArmy — InputMappingContext
DefaultKeyMappings : FInputMappingContextMappingData = (Mappings=((Action="/Script/EnhancedInput.InputAction'/Game/ForgeExamples/Input/IA_IF_Attack.IA_IF_Attack'",Ke
MappingProfileOverrides : TMap = ()
InputModeFilterOptions : EMappingContextInputModeFilterOptions = UseProjectDefaultQuery
InputModeQueryOverride : FGameplayTagQuery = (TokenStreamVersion=0,TagDictionary=,QueryTokenStream=,UserDescription="",AutoDescription="")
RegistrationTrackingMode : EMappingContextRegistrationTrackingMode = Untracked
ContextDescription : FText
/Game/ForgeExamples/Input/IMC_IFEncounter.IMC_IFEncounter — InputMappingContext
DefaultKeyMappings : FInputMappingContextMappingData = (Mappings=((Action="/Script/EnhancedInput.InputAction'/Game/ForgeExamples/Input/IA_IF_Ability1.IA_IF_Ability1'
MappingProfileOverrides : TMap = ()
InputModeFilterOptions : EMappingContextInputModeFilterOptions = UseProjectDefaultQuery
InputModeQueryOverride : FGameplayTagQuery = (TokenStreamVersion=0,TagDictionary=,QueryTokenStream=,UserDescription="",AutoDescription="")
RegistrationTrackingMode : EMappingContextRegistrationTrackingMode = Untracked
ContextDescription : FText
/Game/ForgeExamples/Maps/Emberfall.Emberfall — World
/Game/ForgeExamples/Maps/ForgeGateway.ForgeGateway — World
/Game/ForgeExamples/Maps/Ironfront.Ironfront — World
/Game/ForgeExamples/UI/Art/MI_IFEmberfallMap.MI_IFEmberfallMap — MaterialInstanceConstant
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
Parent : TObjectPtr<UMaterialInterface> = /Script/Engine.Material'/Game/ForgeExamples/UI/Art/M_IFMapPresentation.M_IFMapPresentation'
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
bOverrideSubsurfaceProfile : uint8 = False
bOverrideSpecularProfile : uint8 = False
bOverrideToonProfile : uint8 = False
bOverrideBlendableLocation : uint8 = False
bOverrideBlendablePriority : uint8 = False
bOverridePhysMaterial : uint8 = False
BlendableLocationOverride : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendablePriorityOverride : int32 = 0
ScalarParameterValues : TArray
VectorParameterValues : TArray = ((ParameterInfo=(Name="Ink"),ParameterValue=(R=0.720000,G=0.750000,B=0.700000,A=1.000000),ExpressionGUID=873CA
DoubleVectorParameterValues : TArray
TextureParameterValues : TArray = ((ParameterInfo=(Name="MapTexture"),ParameterValue="/Script/Engine.Texture2D'/Game/ForgeExamples/UI/Art/T_IFEm
TextureCollectionParameterValues : TArray
ParameterCollectionParameterValues : TArray
RuntimeVirtualTextureParameterValues : TArray
SparseVolumeTextureParameterValues : TArray
FontParameterValues : TArray
UserSceneTextureOverrides : TArray
BasePropertyOverrides : FMaterialInstanceBasePropertyOverrides = (bOverride_OpacityMaskClipValue=False,bOverride_BlendMode=False,bOverride_ShadingModel=False,bOverride_Dithere
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialInstanceEditorOnlyData'/Game/ForgeExamples/UI/Art/MI_IFEmberfallMap.MI_IFEmberfallMap:M
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeExamples/UI/Art/MI_IFIronfrontMap.MI_IFIronfrontMap — MaterialInstanceConstant
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
Parent : TObjectPtr<UMaterialInterface> = /Script/Engine.Material'/Game/ForgeExamples/UI/Art/M_IFMapPresentation.M_IFMapPresentation'
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
bOverrideSubsurfaceProfile : uint8 = False
bOverrideSpecularProfile : uint8 = False
bOverrideToonProfile : uint8 = False
bOverrideBlendableLocation : uint8 = False
bOverrideBlendablePriority : uint8 = False
bOverridePhysMaterial : uint8 = False
BlendableLocationOverride : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendablePriorityOverride : int32 = 0
ScalarParameterValues : TArray
VectorParameterValues : TArray = ((ParameterInfo=(Name="Ink"),ParameterValue=(R=0.600000,G=0.730000,B=0.800000,A=1.000000),ExpressionGUID=873CA
DoubleVectorParameterValues : TArray
TextureParameterValues : TArray = ((ParameterInfo=(Name="MapTexture"),ParameterValue="/Script/Engine.Texture2D'/Game/ForgeExamples/UI/Art/T_IFIr
TextureCollectionParameterValues : TArray
ParameterCollectionParameterValues : TArray
RuntimeVirtualTextureParameterValues : TArray
SparseVolumeTextureParameterValues : TArray
FontParameterValues : TArray
UserSceneTextureOverrides : TArray
BasePropertyOverrides : FMaterialInstanceBasePropertyOverrides = (bOverride_OpacityMaskClipValue=False,bOverride_BlendMode=False,bOverride_ShadingModel=False,bOverride_Dithere
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialInstanceEditorOnlyData'/Game/ForgeExamples/UI/Art/MI_IFIronfrontMap.MI_IFIronfrontMap:M
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeExamples/UI/Art/M_IFCourtyardGround.M_IFCourtyardGround — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_Surface
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Opaque
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = False
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = False
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeExamples/UI/Art/M_IFCourtyardGround.M_IFCourtyardGround:M_IFC
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = /Script/UnrealEd.SceneThumbnailInfoWithPrimitive'/Game/ForgeExamples/UI/Art/M_IFCourtyardGround.M_IFCourtyardG
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeExamples/UI/Art/M_IFMapPresentation.M_IFMapPresentation — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_UI
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Opaque
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = False
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = False
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/Game/ForgeExamples/UI/Art/M_IFMapPresentation.M_IFMapPresentation:M_IFM
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeExamples/UI/Art/T_IFAbilities.T_IFAbilities — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/UI/Art/T_IFAbilities.T_IFAbilities:In
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/Art/T_IFCommands.T_IFCommands — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/UI/Art/T_IFCommands.T_IFCommands:Inte
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/Art/T_IFEmberfallMap.T_IFEmberfallMap — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/Game/ForgeExamples/UI/Art/T_IFEmberfallMap.T_IFEmberfallMap:AssetImportData'
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Default
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/Art/T_IFIronfrontMap.T_IFIronfrontMap — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/Game/ForgeExamples/UI/Art/T_IFIronfrontMap.T_IFIronfrontMap:AssetImportData'
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_Default
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/Art/T_IFKnightPortrait.T_IFKnightPortrait — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/Game/ForgeExamples/UI/Art/T_IFKnightPortrait.T_IFKnightPortrait:AssetImportDat
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = False
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/DA_IFEmberTheme.DA_IFEmberTheme — IFTheme
Surface : FLinearColor = (R=0.022000,G=0.032000,B=0.046000,A=0.980000)
Text : FLinearColor = (R=0.900000,G=0.880000,B=0.820000,A=1.000000)
Accent : FLinearColor = (R=0.780000,G=0.580000,B=0.310000,A=1.000000)
Danger : FLinearColor = (R=0.950000,G=0.250000,B=0.220000,A=1.000000)
MutedText : FLinearColor = (R=0.590000,G=0.560000,B=0.490000,A=1.000000)
Outline : FLinearColor = (R=0.270000,G=0.230000,B=0.170000,A=1.000000)
Icons : TMap = ()
SurfaceStyles : TMap = (("Window", (TintColor=(SpecifiedColor=(R=0.810000,G=0.610000,B=0.350000,A=1.000000)),DrawAs=Box,Margin=(Left=
ButtonStyles : TMap = (("Primary", (Normal=(TintColor=(SpecifiedColor=(R=0.820000,G=0.500000,B=0.210000,A=1.000000)),DrawAs=Box,Marg
DefaultSurfaceStyle : FName = Panel
DialogSurfaceStyle : FName = Window
DialogHeaderSurfaceStyle : FName = Header
CompactKeyLabels : TMap = ((Gamepad_LeftShoulder, NSLOCTEXT("InterfaceForge", "LeftShoulderShort", "LB")),(Gamepad_RightShoulder, NSLOCT
FocusSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Focus.IF_Focus'
ConfirmSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Confirm.IF_Confirm'
BodyFont : FSlateFontInfo = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bSeparateFillAlpha=Fal
HeadingFont : FSlateFontInfo = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bSeparateFillAlpha=Fal
Spacing : float = 12.000000
ScrollBarThickness : float = 6.000000
TransitionSeconds : float = 0.160000
ButtonCornerRadius : float = 2.000000
ButtonPadding : FMargin = (Left=12.000000,Top=8.000000,Right=12.000000,Bottom=8.000000)
/Game/ForgeExamples/UI/DA_IFIronTheme.DA_IFIronTheme — IFTheme
Surface : FLinearColor = (R=0.022000,G=0.032000,B=0.046000,A=0.980000)
Text : FLinearColor = (R=0.880000,G=0.910000,B=0.920000,A=1.000000)
Accent : FLinearColor = (R=0.400000,G=0.760000,B=0.870000,A=1.000000)
Danger : FLinearColor = (R=0.950000,G=0.250000,B=0.220000,A=1.000000)
MutedText : FLinearColor = (R=0.520000,G=0.580000,B=0.620000,A=1.000000)
Outline : FLinearColor = (R=0.170000,G=0.250000,B=0.300000,A=1.000000)
Icons : TMap = ()
SurfaceStyles : TMap = (("Window", (TintColor=(SpecifiedColor=(R=0.420000,G=0.720000,B=0.840000,A=1.000000)),DrawAs=Box,Margin=(Left=
ButtonStyles : TMap = (("Primary", (Normal=(TintColor=(SpecifiedColor=(R=0.280000,G=0.610000,B=0.760000,A=1.000000)),DrawAs=Box,Marg
DefaultSurfaceStyle : FName = Panel
DialogSurfaceStyle : FName = Window
DialogHeaderSurfaceStyle : FName = Header
CompactKeyLabels : TMap = ((Gamepad_LeftShoulder, NSLOCTEXT("InterfaceForge", "LeftShoulderShort", "LB")),(Gamepad_RightShoulder, NSLOCT
FocusSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Focus.IF_Focus'
ConfirmSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Confirm.IF_Confirm'
BodyFont : FSlateFontInfo = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bSeparateFillAlpha=Fal
HeadingFont : FSlateFontInfo = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bSeparateFillAlpha=Fal
Spacing : float = 12.000000
ScrollBarThickness : float = 6.000000
TransitionSeconds : float = 0.160000
ButtonCornerRadius : float = 2.000000
ButtonPadding : FMargin = (Left=12.000000,Top=8.000000,Right=12.000000,Bottom=8.000000)
/Game/ForgeExamples/UI/DA_IFMMOLayout.DA_IFMMOLayout — IFHUDLayoutProfile
Regions : TArray = ((Name="Player",Size=(X=274.000000,Y=84.000000),bAutoHeight=True),(Name="Target",Anchor=(X=0.500000,Y=0.000000
CompactBelowWidth : float = 1320.000000
CompactScale : float = 0.900000
MinimumCanvasSize : FVector2D = (X=1050.000000,Y=620.000000)
/Game/ForgeExamples/UI/DA_IFRTSLayout.DA_IFRTSLayout — IFHUDLayoutProfile
Regions : TArray = ((Name="Resources",Offset=(X=24.000000,Y=20.000000),Size=(X=468.000000,Y=64.000000),bAutoHeight=True),(Name="G
CompactBelowWidth : float = 1320.000000
CompactScale : float = 0.900000
MinimumCanvasSize : FVector2D = (X=1180.000000,Y=680.000000)
/Game/ForgeExamples/UI/RPG/Art/FF_IFCinzel.FF_IFCinzel — FontFace
SourceFilename : FString = C:/UEProjects/ashenforge-plugins/UIForge/Project/ContentSource/UI/Emberglass/Fonts/Cinzel.ttf
Hinting : EFontHinting = Default
LoadingPolicy : EFontLoadingPolicy = LazyLoad
LayoutMethod : EFontLayoutMethod = Metrics
AscendOverriddenValue : int32 = 0
bIsAscendOverridden : bool = False
DescendOverriddenValue : int32 = 0
bIsDescendOverridden : bool = False
StrikeBrushHeightPercentage : int32 = 60
SubFaces : TArray = ("Cinzel (Regular)")
bEnableDistanceFieldRendering : bool = False
MinDistanceFieldPpem : int32 = 32
MidDistanceFieldPpem : int32 = 48
MaxDistanceFieldPpem : int32 = 64
MinMultiDistanceFieldPpem : int32 = 32
MidMultiDistanceFieldPpem : int32 = 40
MaxMultiDistanceFieldPpem : int32 = 56
PlatformRasterizationModeOverrides : TOptional = ()
/Game/ForgeExamples/UI/RPG/Art/F_IFCinzel.F_IFCinzel — Font
FontCacheType : EFontCacheType = Runtime
RuntimeFontSource : ERuntimeFontSource = Asset
Characters : TArray
EmScale : float = 0.000000
Ascent : float = 0.000000
Descent : float = 0.000000
Leading : float = 0.000000
Kerning : int32 = 0
ImportOptions : FFontImportOptionsData = (FontName="Arial",Height=16.000000,bEnableAntialiasing=True,bEnableBold=False,bEnableItalic=False,bEnableUnder
ScalingFactor : float = 1.000000
LegacyFontSize : int32 = 9
LegacyFontName : FName = None
CompositeFont : FCompositeFont = (DefaultTypeface=(Fonts=((Name="Regular",Font=(FontFaceAsset="/Script/Engine.FontFace'/Game/ForgeExamples/UI/R
/Game/ForgeExamples/UI/RPG/Art/MI_IFRPGCartography.MI_IFRPGCartography — MaterialInstanceConstant
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
Parent : TObjectPtr<UMaterialInterface> = /Script/Engine.Material'/Game/ForgeExamples/UI/Art/M_IFMapPresentation.M_IFMapPresentation'
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
bOverrideSubsurfaceProfile : uint8 = False
bOverrideSpecularProfile : uint8 = False
bOverrideToonProfile : uint8 = False
bOverrideBlendableLocation : uint8 = False
bOverrideBlendablePriority : uint8 = False
bOverridePhysMaterial : uint8 = False
BlendableLocationOverride : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendablePriorityOverride : int32 = 0
ScalarParameterValues : TArray = ((ParameterInfo=(Name="ContrastExponent"),ParameterValue=1.000000,ExpressionGUID=AEB395464072031EECDCD1B591074
VectorParameterValues : TArray = ((ParameterInfo=(Name="Ink"),ParameterValue=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),ExpressionGUID=873CA
DoubleVectorParameterValues : TArray
TextureParameterValues : TArray = ((ParameterInfo=(Name="MapTexture"),ParameterValue="/Script/Engine.Texture2D'/Game/ForgeExamples/UI/RPG/Art/T_
TextureCollectionParameterValues : TArray
ParameterCollectionParameterValues : TArray
RuntimeVirtualTextureParameterValues : TArray
SparseVolumeTextureParameterValues : TArray
FontParameterValues : TArray
UserSceneTextureOverrides : TArray
BasePropertyOverrides : FMaterialInstanceBasePropertyOverrides = (bOverride_OpacityMaskClipValue=False,bOverride_BlendMode=False,bOverride_ShadingModel=False,bOverride_Dithere
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialInstanceEditorOnlyData'/Game/ForgeExamples/UI/RPG/Art/MI_IFRPGCartography.MI_IFRPGCarto
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/Game/ForgeExamples/UI/RPG/Art/T_IFButtonBevel.T_IFButtonBevel — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/UI/RPG/Art/T_IFButtonBevel.T_IFButton
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/RPG/Art/T_IFCartography.T_IFCartography — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/UI/RPG/Art/T_IFCartography.T_IFCartog
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/RPG/Art/T_IFCombatPanel.T_IFCombatPanel — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/UI/RPG/Art/T_IFCombatPanel.T_IFCombat
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/RPG/Art/T_IFDivider.T_IFDivider — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/UI/RPG/Art/T_IFDivider.T_IFDivider:In
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/RPG/Art/T_IFHUDShade.T_IFHUDShade — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/UI/RPG/Art/T_IFHUDShade.T_IFHUDShade:
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/RPG/Art/T_IFMenuVignette.T_IFMenuVignette — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/UI/RPG/Art/T_IFMenuVignette.T_IFMenuV
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/RPG/Art/T_IFResourceFill.T_IFResourceFill — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/UI/RPG/Art/T_IFResourceFill.T_IFResou
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/RPG/Art/T_IFResourceTrack.T_IFResourceTrack — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/UI/RPG/Art/T_IFResourceTrack.T_IFReso
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/RPG/Art/T_IFSlotTrim.T_IFSlotTrim — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/UI/RPG/Art/T_IFSlotTrim.T_IFSlotTrim:
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/RPG/Art/T_IFWindowFrame.T_IFWindowFrame — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/Game/ForgeExamples/UI/RPG/Art/T_IFWindowFrame.T_IFWindow
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/Game/ForgeExamples/UI/RPG/DA_IFEmberglass.DA_IFEmberglass — IFTheme
Surface : FLinearColor = (R=0.022000,G=0.032000,B=0.046000,A=0.980000)
Text : FLinearColor = (R=0.900000,G=0.880000,B=0.820000,A=1.000000)
Accent : FLinearColor = (R=0.780000,G=0.580000,B=0.310000,A=1.000000)
Danger : FLinearColor = (R=0.950000,G=0.250000,B=0.220000,A=1.000000)
MutedText : FLinearColor = (R=0.590000,G=0.560000,B=0.490000,A=1.000000)
Outline : FLinearColor = (R=0.270000,G=0.230000,B=0.170000,A=1.000000)
Icons : TMap = ()
SurfaceStyles : TMap = (("Window", (TintColor=(SpecifiedColor=(R=0.810000,G=0.610000,B=0.350000,A=1.000000)),DrawAs=Box,Margin=(Left=
ButtonStyles : TMap = (("Primary", (Normal=(TintColor=(SpecifiedColor=(R=0.820000,G=0.500000,B=0.210000,A=1.000000)),DrawAs=Box,Marg
DefaultSurfaceStyle : FName = Panel
DialogSurfaceStyle : FName = Window
DialogHeaderSurfaceStyle : FName = Header
CompactKeyLabels : TMap = ((Gamepad_LeftShoulder, NSLOCTEXT("InterfaceForge", "LeftShoulderShort", "LB")),(Gamepad_RightShoulder, NSLOCT
FocusSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Focus.IF_Focus'
ConfirmSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Confirm.IF_Confirm'
BodyFont : FSlateFontInfo = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bSeparateFillAlpha=Fal
HeadingFont : FSlateFontInfo = (FontObject="/Script/Engine.Font'/Game/ForgeExamples/UI/RPG/Art/F_IFCinzel.F_IFCinzel'",FontMaterial=None,Outl
Spacing : float = 12.000000
ScrollBarThickness : float = 6.000000
TransitionSeconds : float = 0.160000
ButtonCornerRadius : float = 2.000000
ButtonPadding : FMargin = (Left=12.000000,Top=8.000000,Right=12.000000,Bottom=8.000000)
/Game/ForgeExamples/UI/RPG/DA_IFMoonsteel.DA_IFMoonsteel — IFTheme
Surface : FLinearColor = (R=0.022000,G=0.032000,B=0.046000,A=0.980000)
Text : FLinearColor = (R=0.880000,G=0.910000,B=0.920000,A=1.000000)
Accent : FLinearColor = (R=0.400000,G=0.760000,B=0.870000,A=1.000000)
Danger : FLinearColor = (R=0.950000,G=0.250000,B=0.220000,A=1.000000)
MutedText : FLinearColor = (R=0.520000,G=0.580000,B=0.620000,A=1.000000)
Outline : FLinearColor = (R=0.170000,G=0.250000,B=0.300000,A=1.000000)
Icons : TMap = ()
SurfaceStyles : TMap = (("Window", (TintColor=(SpecifiedColor=(R=0.420000,G=0.720000,B=0.840000,A=1.000000)),DrawAs=Box,Margin=(Left=
ButtonStyles : TMap = (("Primary", (Normal=(TintColor=(SpecifiedColor=(R=0.280000,G=0.610000,B=0.760000,A=1.000000)),DrawAs=Box,Marg
DefaultSurfaceStyle : FName = Panel
DialogSurfaceStyle : FName = Window
DialogHeaderSurfaceStyle : FName = Header
CompactKeyLabels : TMap = ((Gamepad_LeftShoulder, NSLOCTEXT("InterfaceForge", "LeftShoulderShort", "LB")),(Gamepad_RightShoulder, NSLOCT
FocusSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Focus.IF_Focus'
ConfirmSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Confirm.IF_Confirm'
BodyFont : FSlateFontInfo = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bSeparateFillAlpha=Fal
HeadingFont : FSlateFontInfo = (FontObject="/Script/Engine.Font'/Game/ForgeExamples/UI/RPG/Art/F_IFCinzel.F_IFCinzel'",FontMaterial=None,Outl
Spacing : float = 12.000000
ScrollBarThickness : float = 6.000000
TransitionSeconds : float = 0.160000
ButtonCornerRadius : float = 2.000000
ButtonPadding : FMargin = (Left=12.000000,Top=8.000000,Right=12.000000,Bottom=8.000000)
/Game/ForgeExamples/UI/RPG/DA_IFRPGLayout.DA_IFRPGLayout — IFHUDLayoutProfile
Regions : TArray = ((Name="Player",Anchor=(X=0.500000,Y=1.000000),Alignment=(X=0.500000,Y=1.000000),Offset=(X=0.000000,Y=-110.000
CompactBelowWidth : float = 1320.000000
CompactScale : float = 0.920000
MinimumCanvasSize : FVector2D = (X=1000.000000,Y=600.000000)
/Game/ForgeExamples/UI/Settings/DA_Setting_FrameRateLimit.DA_Setting_FrameRateLimit — IFSettingDefinition
SettingId : FName = FrameRateLimit
PageId : FName = Video
Label : FText = NSLOCTEXT("UIForgeSettingsExample", "FrameRateLimit", "Frame rate limit")
Help : FText = NSLOCTEXT("UIForgeSettingsExample", "FrameRateLimitHelp", "Zero removes the frame rate cap.")
Control : EIFSettingControl = Slider
Binding : EIFSettingBinding = FrameRateLimit
Minimum : float = 0.000000
Maximum : float = 240.000000
Step : float = 30.000000
DefaultValue : float = 0.000000
DisplayMultiplier : float = 1.000000
ValueSuffix : FText
FractionalDigits : int32 = 2
Options : TArray
bPreview : bool = True
bEnabled : bool = True
UnavailableReason : FText
ProviderClass : TSubclassOf<UIFSettingProvider> = None
/Game/ForgeExamples/UI/Settings/DA_Setting_GameVolume.DA_Setting_GameVolume — IFSettingDefinition
SettingId : FName = GameVolume
PageId : FName = Audio
Label : FText = NSLOCTEXT("UIForgeSettingsExample", "GameVolume", "Game volume")
Help : FText = NSLOCTEXT("UIForgeSettingsExample", "GameVolumeHelp", "World and encounter audio.")
Control : EIFSettingControl = Slider
Binding : EIFSettingBinding = GameVolume
Minimum : float = 0.000000
Maximum : float = 1.000000
Step : float = 0.010000
DefaultValue : float = 0.800000
DisplayMultiplier : float = 100.000000
ValueSuffix : FText = NSLOCTEXT("UIForgeSettingsExample", "Percent", "%")
FractionalDigits : int32 = 0
Options : TArray
bPreview : bool = True
bEnabled : bool = True
UnavailableReason : FText
ProviderClass : TSubclassOf<UIFSettingProvider> = None
/Game/ForgeExamples/UI/Settings/DA_Setting_InterfaceOpacity.DA_Setting_InterfaceOpacity — IFSettingDefinition
SettingId : FName = InterfaceOpacity
PageId : FName = Interface
Label : FText = NSLOCTEXT("UIForgeSettingsExample", "InterfaceOpacity", "Interface opacity")
Help : FText = NSLOCTEXT("UIForgeSettingsExample", "InterfaceOpacityHelp", "Adjust the opacity of this game\'s interface.")
Control : EIFSettingControl = Slider
Binding : EIFSettingBinding = Custom
Minimum : float = 0.650000
Maximum : float = 1.000000
Step : float = 0.050000
DefaultValue : float = 1.000000
DisplayMultiplier : float = 100.000000
ValueSuffix : FText = NSLOCTEXT("UIForgeSettingsExample", "Percent", "%")
FractionalDigits : int32 = 0
Options : TArray
bPreview : bool = True
bEnabled : bool = True
UnavailableReason : FText
ProviderClass : TSubclassOf<UIFSettingProvider> = /Script/Engine.BlueprintGeneratedClass'/Game/ForgeExamples/UI/Settings/BP_IFOpacityProvider.BP_IFOpacityProvid
/Game/ForgeExamples/UI/Settings/DA_Setting_ReducedMotion.DA_Setting_ReducedMotion — IFSettingDefinition
SettingId : FName = ReducedMotion
PageId : FName = Interface
Label : FText = NSLOCTEXT("UIForgeSettingsExample", "ReducedMotion", "Reduced motion")
Help : FText = NSLOCTEXT("UIForgeSettingsExample", "ReducedMotionHelp", "Reduce decorative interface motion.")
Control : EIFSettingControl = Toggle
Binding : EIFSettingBinding = ReducedMotion
Minimum : float = 0.000000
Maximum : float = 1.000000
Step : float = 1.000000
DefaultValue : float = 0.000000
DisplayMultiplier : float = 1.000000
ValueSuffix : FText
FractionalDigits : int32 = 2
Options : TArray
bPreview : bool = True
bEnabled : bool = True
UnavailableReason : FText
ProviderClass : TSubclassOf<UIFSettingProvider> = None
/Game/ForgeExamples/UI/Settings/DA_Setting_ShadowQuality.DA_Setting_ShadowQuality — IFSettingDefinition
SettingId : FName = ShadowQuality
PageId : FName = Video
Label : FText = NSLOCTEXT("UIForgeSettingsExample", "ShadowQuality", "Shadow quality")
Help : FText = NSLOCTEXT("UIForgeSettingsExample", "ShadowQualityHelp", "Unreal scalability quality for dynamic shadows.")
Control : EIFSettingControl = Choice
Binding : EIFSettingBinding = ShadowQuality
Minimum : float = 0.000000
Maximum : float = 4.000000
Step : float = 1.000000
DefaultValue : float = 2.000000
DisplayMultiplier : float = 1.000000
ValueSuffix : FText
FractionalDigits : int32 = 2
Options : TArray = ((Label=NSLOCTEXT("UIForgeSettingsExample", "Low", "Low")),(Label=NSLOCTEXT("UIForgeSettingsExample", "Medium"
bPreview : bool = True
bEnabled : bool = True
UnavailableReason : FText
ProviderClass : TSubclassOf<UIFSettingProvider> = None
/Game/ForgeExamples/UI/Settings/DA_Setting_TextScale.DA_Setting_TextScale — IFSettingDefinition
SettingId : FName = TextScale
PageId : FName = Interface
Label : FText = NSLOCTEXT("UIForgeSettingsExample", "TextScale", "Text size")
Help : FText = NSLOCTEXT("UIForgeSettingsExample", "TextScaleHelp", "Increase text independently of the interface.")
Control : EIFSettingControl = Slider
Binding : EIFSettingBinding = TextScale
Minimum : float = 0.800000
Maximum : float = 1.500000
Step : float = 0.050000
DefaultValue : float = 1.000000
DisplayMultiplier : float = 100.000000
ValueSuffix : FText = NSLOCTEXT("UIForgeSettingsExample", "Percent", "%")
FractionalDigits : int32 = 0
Options : TArray
bPreview : bool = True
bEnabled : bool = True
UnavailableReason : FText
ProviderClass : TSubclassOf<UIFSettingProvider> = None
/Game/ForgeExamples/UI/Settings/DA_Setting_TooltipDelay.DA_Setting_TooltipDelay — IFSettingDefinition
SettingId : FName = TooltipDelay
PageId : FName = Interface
Label : FText = NSLOCTEXT("UIForgeSettingsExample", "TooltipDelay", "Tooltip delay")
Help : FText = NSLOCTEXT("UIForgeSettingsExample", "TooltipDelayHelp", "Seconds before pointer hints appear.")
Control : EIFSettingControl = Slider
Binding : EIFSettingBinding = TooltipDelay
Minimum : float = 0.000000
Maximum : float = 2.000000
Step : float = 0.050000
DefaultValue : float = 0.350000
DisplayMultiplier : float = 1.000000
ValueSuffix : FText = NSLOCTEXT("UIForgeSettingsExample", "Seconds", " s")
FractionalDigits : int32 = 2
Options : TArray
bPreview : bool = True
bEnabled : bool = True
UnavailableReason : FText
ProviderClass : TSubclassOf<UIFSettingProvider> = None
/Game/ForgeExamples/UI/Settings/DA_Setting_UIScale.DA_Setting_UIScale — IFSettingDefinition
SettingId : FName = UIScale
PageId : FName = Interface
Label : FText = NSLOCTEXT("UIForgeSettingsExample", "UIScale", "Interface scale")
Help : FText = NSLOCTEXT("UIForgeSettingsExample", "UIScaleHelp", "Adjust the size of menus and HUD elements.")
Control : EIFSettingControl = Slider
Binding : EIFSettingBinding = UIScale
Minimum : float = 0.750000
Maximum : float = 1.500000
Step : float = 0.010000
DefaultValue : float = 1.000000
DisplayMultiplier : float = 100.000000
ValueSuffix : FText = NSLOCTEXT("UIForgeSettingsExample", "Percent", "%")
FractionalDigits : int32 = 0
Options : TArray
bPreview : bool = True
bEnabled : bool = True
UnavailableReason : FText
ProviderClass : TSubclassOf<UIFSettingProvider> = None
/Game/ForgeExamples/UI/Settings/DA_Setting_UIVolume.DA_Setting_UIVolume — IFSettingDefinition
SettingId : FName = UIVolume
PageId : FName = Audio
Label : FText = NSLOCTEXT("UIForgeSettingsExample", "UIVolume", "Interface volume")
Help : FText = NSLOCTEXT("UIForgeSettingsExample", "UIVolumeHelp", "Menu, navigation and interface feedback.")
Control : EIFSettingControl = Slider
Binding : EIFSettingBinding = UIVolume
Minimum : float = 0.000000
Maximum : float = 1.000000
Step : float = 0.010000
DefaultValue : float = 0.800000
DisplayMultiplier : float = 100.000000
ValueSuffix : FText = NSLOCTEXT("UIForgeSettingsExample", "Percent", "%")
FractionalDigits : int32 = 0
Options : TArray
bPreview : bool = True
bEnabled : bool = True
UnavailableReason : FText
ProviderClass : TSubclassOf<UIFSettingProvider> = None
/Game/ForgeExamples/UI/Settings/DA_Setting_VSync.DA_Setting_VSync — IFSettingDefinition
SettingId : FName = VSync
PageId : FName = Video
Label : FText = NSLOCTEXT("UIForgeSettingsExample", "VSync", "Vertical sync")
Help : FText = NSLOCTEXT("UIForgeSettingsExample", "VSyncHelp", "Synchronize frame presentation with the display.")
Control : EIFSettingControl = Toggle
Binding : EIFSettingBinding = VSync
Minimum : float = 0.000000
Maximum : float = 1.000000
Step : float = 1.000000
DefaultValue : float = 0.000000
DisplayMultiplier : float = 1.000000
ValueSuffix : FText
FractionalDigits : int32 = 2
Options : TArray
bPreview : bool = True
bEnabled : bool = True
UnavailableReason : FText
ProviderClass : TSubclassOf<UIFSettingProvider> = None
/Game/Input/IA_PreviewInteract.IA_PreviewInteract — InputAction
ActionDescription : FText = INVTEXT("Select the next scout")
bTriggerWhenPaused : bool = False
bConsumeInput : bool = True
bConsumesActionAndAxisMappings : bool = False
bReserveAllMappings : bool = False
TriggerEventsThatConsumeLegacyKeys : int32 = 0
ValueType : EInputActionValueType = Boolean
AccumulationBehavior : EInputActionAccumulationBehavior = TakeHighestAbsoluteValue
Triggers : TArray
Modifiers : TArray
PlayerMappableKeySettings : TObjectPtr<UPlayerMappableKeySettings> = /Script/EnhancedInput.PlayerMappableKeySettings'/Game/Input/IA_PreviewInteract.IA_PreviewInteract:PlayerMappab
/Game/Input/IMC_Preview.IMC_Preview — InputMappingContext
DefaultKeyMappings : FInputMappingContextMappingData = (Mappings=((Action="/Script/EnhancedInput.InputAction'/Game/Input/IA_PreviewInteract.IA_PreviewInteract'",Key=
MappingProfileOverrides : TMap = ()
InputModeFilterOptions : EMappingContextInputModeFilterOptions = UseProjectDefaultQuery
InputModeQueryOverride : FGameplayTagQuery = (TokenStreamVersion=0,TagDictionary=,QueryTokenStream=,UserDescription="",AutoDescription="")
RegistrationTrackingMode : EMappingContextRegistrationTrackingMode = Untracked
ContextDescription : FText
/Game/Maps/ForgeOutpost.ForgeOutpost — World
/Game/Maps/ForgePilgrimage.ForgePilgrimage — World
/Game/Maps/ForgeWorkshop.ForgeWorkshop — World
/Game/UI/DA_ForgeInterfaceAssets.DA_ForgeInterfaceAssets — PrimaryAssetLabel
Rules : FPrimaryAssetRules = (Priority=1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook)
bLabelAssetsInMyDirectory : uint8 = False
bIsRuntimeLabel : uint8 = True
bIncludeRedirectors : uint8 = True
ExplicitAssets : TArray
ExplicitBlueprints : TArray = ("/Game/UI/Blueprint/BP_ForgeWorldReadout.BP_ForgeWorldReadout_C","/Game/UI/Blueprint/BP_WatchpostSource.BP_Wa
AssetCollection : FCollectionReference = (CollectionName="")
/Game/UIForgeTutorial/Walkthrough.Walkthrough — World
/InterfaceForge/UIForge/Audio/DA_IFAudioRouting.DA_IFAudioRouting — IFAudioRouting
Mix : TObjectPtr<USoundMix> = /Script/Engine.SoundMix'/InterfaceForge/UIForge/Audio/SM_IFPreferences.SM_IFPreferences'
UIClass : TObjectPtr<USoundClass> = /Script/Engine.SoundClass'/InterfaceForge/UIForge/Audio/SC_IFUI.SC_IFUI'
GameClass : TObjectPtr<USoundClass> = /Script/Engine.SoundClass'/InterfaceForge/UIForge/Audio/SC_IFGamePreview.SC_IFGamePreview'
/InterfaceForge/UIForge/Audio/IF_Confirm.IF_Confirm — SoundWave
CompressionQuality : int32 = 80
SampleRateQuality : ESoundwaveSampleRateSettings = Max
SoundGroup : TEnumAsByte<ESoundGroup> = SOUNDGROUP_Default
bLooping : uint8 = False
SoundAssetCompressionType : ESoundAssetCompressionType = ProjectDefined
OverrideSoundToUseForAnalysis : TObjectPtr<USoundWave> = None
TreatFileAsLoopingForAnalysis : uint8 = False
bEnableBakedFFTAnalysis : uint8 = False
bEnableAmplitudeEnvelopeAnalysis : uint8 = False
FFTSize : ESoundWaveFFTSize = Medium_512
FFTAnalysisFrameSize : int32 = 1024
FFTAnalysisAttackTime : int32 = 10
FFTAnalysisReleaseTime : int32 = 3000
EnvelopeFollowerFrameSize : int32 = 1024
EnvelopeFollowerAttackTime : int32 = 10
EnvelopeFollowerReleaseTime : int32 = 100
ModulationSettings : FSoundModulationDefaultRoutingSettings = (VolumeRouting=Inherit,PitchRouting=Inherit,HighpassRouting=Inherit,LowpassRouting=Inherit,VolumeModulationDes
FrequenciesToAnalyze : TArray = (100.000000,500.000000,1000.000000,5000.000000)
bMature : uint8 = False
bManualWordWrap : uint8 = False
bSingleLine : uint8 = False
bIsAmbisonics : uint8 = False
LoadingBehavior : ESoundWaveLoadingBehavior = Inherited
SizeOfFirstAudioChunkInSeconds : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
SubtitlePriority : float = 10000.000000
Volume : float = 1.000000
Pitch : float = 1.000000
NumChannels : int32 = 1
LUFS : float = 0.000000
SamplePeakDB : float = 0.000000
SampleRate : int32 = 44100
ImportedSampleRate : int32 = 44100
CuePoints : TArray
CuePointOrigin : ESoundWaveCuePointOrigin = MarkerTransformation
Subtitles : TArray
Comment : FString
TimecodeInfo : FSoundWaveTimecodeInfo = (NumSamplesSinceMidnight=4294967295,NumSamplesPerSecond=0,Description="",OriginatorTime="",OriginatorDate="",O
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/InterfaceForge/UIForge/Audio/IF_Confirm.IF_Confirm:AssetImportData'
Curves : TObjectPtr<UCurveTable> = None
bEnableCloudStreaming : uint8 = False
PlatformSettings : TMap = ()
Transformations : TArray
SoundClassObject : TObjectPtr<USoundClass> = /Script/Engine.SoundClass'/InterfaceForge/UIForge/Audio/SC_IFUI.SC_IFUI'
EditorData : FSoundBaseEditorData = ()
bDebug : uint8 = False
bOverrideConcurrency : uint8 = False
bEnableBusSends : uint8 = True
bEnableBaseSubmix : uint8 = True
bEnableSubmixSends : uint8 = True
bBypassVolumeScaleForPriority : uint8 = False
VirtualizationMode : EVirtualizationMode = Restart
ConcurrencySet : TSet = ()
ConcurrencyOverrides : FSoundConcurrencySettings = (MaxCount=16,bLimitToOwner=False,bVolumeScaleCanRelease=False,bEnableMaxCountPlatformScaling=False,ResolutionR
Duration : float = 0.120000
MaxDistance : float = 2097152.000000
TotalSamples : float = 5292.000000
Priority : float = 1.000000
AttenuationSettings : TObjectPtr<USoundAttenuation> = None
SoundSubmixObject : TObjectPtr<USoundSubmixBase> = None
SoundSubmixSends : TArray
SourceEffectChain : TObjectPtr<USoundEffectSourcePresetChain> = None
BusSends : TArray
PreEffectBusSends : TArray
PostAttenuationBusSends : TArray
AssetUserData : TArray
AudioPropertiesSheet : TObjectPtr<UAudioPropertiesSheetAssetBase> = None
/InterfaceForge/UIForge/Audio/IF_Focus.IF_Focus — SoundWave
CompressionQuality : int32 = 80
SampleRateQuality : ESoundwaveSampleRateSettings = Max
SoundGroup : TEnumAsByte<ESoundGroup> = SOUNDGROUP_Default
bLooping : uint8 = False
SoundAssetCompressionType : ESoundAssetCompressionType = ProjectDefined
OverrideSoundToUseForAnalysis : TObjectPtr<USoundWave> = None
TreatFileAsLoopingForAnalysis : uint8 = False
bEnableBakedFFTAnalysis : uint8 = False
bEnableAmplitudeEnvelopeAnalysis : uint8 = False
FFTSize : ESoundWaveFFTSize = Medium_512
FFTAnalysisFrameSize : int32 = 1024
FFTAnalysisAttackTime : int32 = 10
FFTAnalysisReleaseTime : int32 = 3000
EnvelopeFollowerFrameSize : int32 = 1024
EnvelopeFollowerAttackTime : int32 = 10
EnvelopeFollowerReleaseTime : int32 = 100
ModulationSettings : FSoundModulationDefaultRoutingSettings = (VolumeRouting=Inherit,PitchRouting=Inherit,HighpassRouting=Inherit,LowpassRouting=Inherit,VolumeModulationDes
FrequenciesToAnalyze : TArray = (100.000000,500.000000,1000.000000,5000.000000)
bMature : uint8 = False
bManualWordWrap : uint8 = False
bSingleLine : uint8 = False
bIsAmbisonics : uint8 = False
LoadingBehavior : ESoundWaveLoadingBehavior = Inherited
SizeOfFirstAudioChunkInSeconds : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
SubtitlePriority : float = 10000.000000
Volume : float = 1.000000
Pitch : float = 1.000000
NumChannels : int32 = 1
LUFS : float = 0.000000
SamplePeakDB : float = 0.000000
SampleRate : int32 = 44100
ImportedSampleRate : int32 = 44100
CuePoints : TArray
CuePointOrigin : ESoundWaveCuePointOrigin = MarkerTransformation
Subtitles : TArray
Comment : FString
TimecodeInfo : FSoundWaveTimecodeInfo = (NumSamplesSinceMidnight=4294967295,NumSamplesPerSecond=0,Description="",OriginatorTime="",OriginatorDate="",O
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/InterfaceForge/UIForge/Audio/IF_Focus.IF_Focus:AssetImportData'
Curves : TObjectPtr<UCurveTable> = None
bEnableCloudStreaming : uint8 = False
PlatformSettings : TMap = ()
Transformations : TArray
SoundClassObject : TObjectPtr<USoundClass> = /Script/Engine.SoundClass'/InterfaceForge/UIForge/Audio/SC_IFUI.SC_IFUI'
EditorData : FSoundBaseEditorData = ()
bDebug : uint8 = False
bOverrideConcurrency : uint8 = False
bEnableBusSends : uint8 = True
bEnableBaseSubmix : uint8 = True
bEnableSubmixSends : uint8 = True
bBypassVolumeScaleForPriority : uint8 = False
VirtualizationMode : EVirtualizationMode = Restart
ConcurrencySet : TSet = ()
ConcurrencyOverrides : FSoundConcurrencySettings = (MaxCount=16,bLimitToOwner=False,bVolumeScaleCanRelease=False,bEnableMaxCountPlatformScaling=False,ResolutionR
Duration : float = 0.055011
MaxDistance : float = 2097152.000000
TotalSamples : float = 2426.000000
Priority : float = 1.000000
AttenuationSettings : TObjectPtr<USoundAttenuation> = None
SoundSubmixObject : TObjectPtr<USoundSubmixBase> = None
SoundSubmixSends : TArray
SourceEffectChain : TObjectPtr<USoundEffectSourcePresetChain> = None
BusSends : TArray
PreEffectBusSends : TArray
PostAttenuationBusSends : TArray
AssetUserData : TArray
AudioPropertiesSheet : TObjectPtr<UAudioPropertiesSheetAssetBase> = None
/InterfaceForge/UIForge/Audio/IF_GamePreview.IF_GamePreview — SoundWave
CompressionQuality : int32 = 80
SampleRateQuality : ESoundwaveSampleRateSettings = Max
SoundGroup : TEnumAsByte<ESoundGroup> = SOUNDGROUP_Default
bLooping : uint8 = False
SoundAssetCompressionType : ESoundAssetCompressionType = ProjectDefined
OverrideSoundToUseForAnalysis : TObjectPtr<USoundWave> = None
TreatFileAsLoopingForAnalysis : uint8 = False
bEnableBakedFFTAnalysis : uint8 = False
bEnableAmplitudeEnvelopeAnalysis : uint8 = False
FFTSize : ESoundWaveFFTSize = Medium_512
FFTAnalysisFrameSize : int32 = 1024
FFTAnalysisAttackTime : int32 = 10
FFTAnalysisReleaseTime : int32 = 3000
EnvelopeFollowerFrameSize : int32 = 1024
EnvelopeFollowerAttackTime : int32 = 10
EnvelopeFollowerReleaseTime : int32 = 100
ModulationSettings : FSoundModulationDefaultRoutingSettings = (VolumeRouting=Inherit,PitchRouting=Inherit,HighpassRouting=Inherit,LowpassRouting=Inherit,VolumeModulationDes
FrequenciesToAnalyze : TArray = (100.000000,500.000000,1000.000000,5000.000000)
bMature : uint8 = False
bManualWordWrap : uint8 = False
bSingleLine : uint8 = False
bIsAmbisonics : uint8 = False
LoadingBehavior : ESoundWaveLoadingBehavior = Inherited
SizeOfFirstAudioChunkInSeconds : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
SubtitlePriority : float = 10000.000000
Volume : float = 1.000000
Pitch : float = 1.000000
NumChannels : int32 = 1
LUFS : float = 0.000000
SamplePeakDB : float = 0.000000
SampleRate : int32 = 44100
ImportedSampleRate : int32 = 44100
CuePoints : TArray
CuePointOrigin : ESoundWaveCuePointOrigin = MarkerTransformation
Subtitles : TArray
Comment : FString
TimecodeInfo : FSoundWaveTimecodeInfo = (NumSamplesSinceMidnight=4294967295,NumSamplesPerSecond=0,Description="",OriginatorTime="",OriginatorDate="",O
AssetImportData : TObjectPtr<UAssetImportData> = /Script/Engine.AssetImportData'/InterfaceForge/UIForge/Audio/IF_GamePreview.IF_GamePreview:AssetImportData'
Curves : TObjectPtr<UCurveTable> = None
bEnableCloudStreaming : uint8 = False
PlatformSettings : TMap = ()
Transformations : TArray
SoundClassObject : TObjectPtr<USoundClass> = /Script/Engine.SoundClass'/InterfaceForge/UIForge/Audio/SC_IFGamePreview.SC_IFGamePreview'
EditorData : FSoundBaseEditorData = ()
bDebug : uint8 = False
bOverrideConcurrency : uint8 = False
bEnableBusSends : uint8 = True
bEnableBaseSubmix : uint8 = True
bEnableSubmixSends : uint8 = True
bBypassVolumeScaleForPriority : uint8 = False
VirtualizationMode : EVirtualizationMode = Restart
ConcurrencySet : TSet = ()
ConcurrencyOverrides : FSoundConcurrencySettings = (MaxCount=16,bLimitToOwner=False,bVolumeScaleCanRelease=False,bEnableMaxCountPlatformScaling=False,ResolutionR
Duration : float = 0.400000
MaxDistance : float = 2097152.000000
TotalSamples : float = 17640.000000
Priority : float = 1.000000
AttenuationSettings : TObjectPtr<USoundAttenuation> = None
SoundSubmixObject : TObjectPtr<USoundSubmixBase> = None
SoundSubmixSends : TArray
SourceEffectChain : TObjectPtr<USoundEffectSourcePresetChain> = None
BusSends : TArray
PreEffectBusSends : TArray
PostAttenuationBusSends : TArray
AssetUserData : TArray
AudioPropertiesSheet : TObjectPtr<UAudioPropertiesSheetAssetBase> = None
/InterfaceForge/UIForge/Audio/SC_IFGamePreview.SC_IFGamePreview — SoundClass
Properties : FSoundClassProperties = (Volume=1.000000,Pitch=1.000000,LowPassFilterFrequency=20000.000000,AttenuationDistanceScale=1.000000,LFEBleed
ChildClasses : TArray
PassiveSoundMixModifiers : TArray
AssetUserData : TArray
/InterfaceForge/UIForge/Audio/SC_IFUI.SC_IFUI — SoundClass
Properties : FSoundClassProperties = (Volume=1.000000,Pitch=1.000000,LowPassFilterFrequency=20000.000000,AttenuationDistanceScale=1.000000,LFEBleed
ChildClasses : TArray
PassiveSoundMixModifiers : TArray
AssetUserData : TArray
/InterfaceForge/UIForge/Audio/SM_IFPreferences.SM_IFPreferences — SoundMix
bApplyEQ : uint8 = False
EQPriority : float = 0.000000
EQSettings : FAudioEQEffect = (FrequencyCenter0=600.000000,Gain0=1.000000,Bandwidth0=1.000000,FrequencyCenter1=1000.000000,Gain1=1.000000,Ba
SoundClassEffects : TArray
InitialDelay : float = 0.000000
FadeInTime : float = 0.200000
Duration : float = -1.000000
FadeOutTime : float = 0.200000
/InterfaceForge/UIForge/Input/MI_IFControllerEast.MI_IFControllerEast — MaterialInstanceConstant
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
Parent : TObjectPtr<UMaterialInterface> = /Script/Engine.Material'/InterfaceForge/UIForge/Input/M_IFControllerFace.M_IFControllerFace'
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
bOverrideSubsurfaceProfile : uint8 = False
bOverrideSpecularProfile : uint8 = False
bOverrideToonProfile : uint8 = False
bOverrideBlendableLocation : uint8 = False
bOverrideBlendablePriority : uint8 = False
bOverridePhysMaterial : uint8 = False
BlendableLocationOverride : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendablePriorityOverride : int32 = 0
ScalarParameterValues : TArray = ((ParameterInfo=(Name="ActivePosition"),ParameterValue=1.000000,ExpressionGUID=E94AB3554CA11ABE43CC7FAFF603EC1
VectorParameterValues : TArray
DoubleVectorParameterValues : TArray
TextureParameterValues : TArray
TextureCollectionParameterValues : TArray
ParameterCollectionParameterValues : TArray
RuntimeVirtualTextureParameterValues : TArray
SparseVolumeTextureParameterValues : TArray
FontParameterValues : TArray
UserSceneTextureOverrides : TArray
BasePropertyOverrides : FMaterialInstanceBasePropertyOverrides = (bOverride_OpacityMaskClipValue=False,bOverride_BlendMode=False,bOverride_ShadingModel=False,bOverride_Dithere
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialInstanceEditorOnlyData'/InterfaceForge/UIForge/Input/MI_IFControllerEast.MI_IFControlle
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/InterfaceForge/UIForge/Input/MI_IFControllerNorth.MI_IFControllerNorth — MaterialInstanceConstant
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
Parent : TObjectPtr<UMaterialInterface> = /Script/Engine.Material'/InterfaceForge/UIForge/Input/M_IFControllerFace.M_IFControllerFace'
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
bOverrideSubsurfaceProfile : uint8 = False
bOverrideSpecularProfile : uint8 = False
bOverrideToonProfile : uint8 = False
bOverrideBlendableLocation : uint8 = False
bOverrideBlendablePriority : uint8 = False
bOverridePhysMaterial : uint8 = False
BlendableLocationOverride : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendablePriorityOverride : int32 = 0
ScalarParameterValues : TArray = ((ParameterInfo=(Name="ActivePosition"),ExpressionGUID=E94AB3554CA11ABE43CC7FAFF603EC1A))
VectorParameterValues : TArray
DoubleVectorParameterValues : TArray
TextureParameterValues : TArray
TextureCollectionParameterValues : TArray
ParameterCollectionParameterValues : TArray
RuntimeVirtualTextureParameterValues : TArray
SparseVolumeTextureParameterValues : TArray
FontParameterValues : TArray
UserSceneTextureOverrides : TArray
BasePropertyOverrides : FMaterialInstanceBasePropertyOverrides = (bOverride_OpacityMaskClipValue=False,bOverride_BlendMode=False,bOverride_ShadingModel=False,bOverride_Dithere
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialInstanceEditorOnlyData'/InterfaceForge/UIForge/Input/MI_IFControllerNorth.MI_IFControll
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/InterfaceForge/UIForge/Input/MI_IFControllerSouth.MI_IFControllerSouth — MaterialInstanceConstant
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
Parent : TObjectPtr<UMaterialInterface> = /Script/Engine.Material'/InterfaceForge/UIForge/Input/M_IFControllerFace.M_IFControllerFace'
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
bOverrideSubsurfaceProfile : uint8 = False
bOverrideSpecularProfile : uint8 = False
bOverrideToonProfile : uint8 = False
bOverrideBlendableLocation : uint8 = False
bOverrideBlendablePriority : uint8 = False
bOverridePhysMaterial : uint8 = False
BlendableLocationOverride : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendablePriorityOverride : int32 = 0
ScalarParameterValues : TArray = ((ParameterInfo=(Name="ActivePosition"),ParameterValue=2.000000,ExpressionGUID=E94AB3554CA11ABE43CC7FAFF603EC1
VectorParameterValues : TArray
DoubleVectorParameterValues : TArray
TextureParameterValues : TArray
TextureCollectionParameterValues : TArray
ParameterCollectionParameterValues : TArray
RuntimeVirtualTextureParameterValues : TArray
SparseVolumeTextureParameterValues : TArray
FontParameterValues : TArray
UserSceneTextureOverrides : TArray
BasePropertyOverrides : FMaterialInstanceBasePropertyOverrides = (bOverride_OpacityMaskClipValue=False,bOverride_BlendMode=False,bOverride_ShadingModel=False,bOverride_Dithere
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialInstanceEditorOnlyData'/InterfaceForge/UIForge/Input/MI_IFControllerSouth.MI_IFControll
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/InterfaceForge/UIForge/Input/MI_IFControllerWest.MI_IFControllerWest — MaterialInstanceConstant
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
Parent : TObjectPtr<UMaterialInterface> = /Script/Engine.Material'/InterfaceForge/UIForge/Input/M_IFControllerFace.M_IFControllerFace'
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
bOverrideSubsurfaceProfile : uint8 = False
bOverrideSpecularProfile : uint8 = False
bOverrideToonProfile : uint8 = False
bOverrideBlendableLocation : uint8 = False
bOverrideBlendablePriority : uint8 = False
bOverridePhysMaterial : uint8 = False
BlendableLocationOverride : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendablePriorityOverride : int32 = 0
ScalarParameterValues : TArray = ((ParameterInfo=(Name="ActivePosition"),ParameterValue=3.000000,ExpressionGUID=E94AB3554CA11ABE43CC7FAFF603EC1
VectorParameterValues : TArray
DoubleVectorParameterValues : TArray
TextureParameterValues : TArray
TextureCollectionParameterValues : TArray
ParameterCollectionParameterValues : TArray
RuntimeVirtualTextureParameterValues : TArray
SparseVolumeTextureParameterValues : TArray
FontParameterValues : TArray
UserSceneTextureOverrides : TArray
BasePropertyOverrides : FMaterialInstanceBasePropertyOverrides = (bOverride_OpacityMaskClipValue=False,bOverride_BlendMode=False,bOverride_ShadingModel=False,bOverride_Dithere
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialInstanceEditorOnlyData'/InterfaceForge/UIForge/Input/MI_IFControllerWest.MI_IFControlle
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/InterfaceForge/UIForge/Input/M_IFControllerFace.M_IFControllerFace — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_UI
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Translucent
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = False
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = False
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/InterfaceForge/UIForge/Input/M_IFControllerFace.M_IFControllerFace:M_IF
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/InterfaceForge/UIForge/Materials/M_IFCenterTint.M_IFCenterTint — Material
PhysMaterial : TObjectPtr<UPhysicalMaterial> = None
PhysMaterialMask : TObjectPtr<UPhysicalMaterialMask> = None
PhysicalMaterialMap : TObjectPtr<UPhysicalMaterial> = None
MaterialDomain : TEnumAsByte<EMaterialDomain> = MD_UI
BlendMode : TEnumAsByte<EBlendMode> = BLEND_Translucent
MaterialDecalResponse : TEnumAsByte<EMaterialDecalResponse> = MDR_ColorNormalRoughness
NaniteOverrideMaterial : FMaterialOverrideNanite = (bEnableOverride=True,OverrideMaterialEditor=None,OverrideMaterial=None,OverrideMaterialRef=None)
DisplacementScaling : FDisplacementScaling = (Magnitude=4.000000,Center=0.500000)
DisplacementFadeRange : FDisplacementFadeRange = (StartSizePixels=4.000000,EndSizePixels=1.000000)
ShadingModel : TEnumAsByte<EMaterialShadingModel> = MSM_DefaultLit
bCastDynamicShadowAsMasked : uint8 = False
UsedShadingModels : FString = Default Lit
OpacityMaskClipValue : float = 0.333300
bEnableResponsiveAA : uint8 = False
bScreenSpaceReflections : uint8 = False
bContactShadows : uint8 = False
TwoSided : uint8 = False
bIsThinSurface : uint8 = False
DitheredLODTransition : uint8 = False
DitherOpacityMask : uint8 = False
bAllowNegativeEmissiveColor : uint8 = False
bHasPixelAnimation : uint8 = False
bEnableTessellation : uint8 = False
bEnableDisplacementFade : uint8 = False
TranslucencyPass : TEnumAsByte<EMaterialTranslucencyPass> = MTP_AfterDOF
TranslucencyLightingMode : TEnumAsByte<ETranslucencyLightingMode> = TLM_VolumetricNonDirectional
bEnableMobileSeparateTranslucency : uint8 = False
NumCustomizedUVs : int32 = 0
TranslucencyDirectionalLightingIntensity : float = 1.000000
TranslucentShadowDensityScale : float = 0.500000
TranslucentSelfShadowDensityScale : float = 2.000000
TranslucentSelfShadowSecondDensityScale : float = 10.000000
TranslucentSelfShadowSecondOpacity : float = 0.000000
TranslucentBackscatteringExponent : float = 30.000000
TranslucentMultipleScatteringExtinction : FLinearColor = (R=1.000000,G=0.833000,B=0.588000,A=1.000000)
TranslucentShadowStartOffset : float = 100.000000
bDisableDepthTest : uint8 = False
bWriteOnlyAlpha : uint8 = False
bGenerateSphericalParticleNormals : uint8 = False
bTangentSpaceNormal : uint8 = True
bUseEmissiveForDynamicAreaLighting : uint8 = False
bSubstrateRoughnessTracking : uint8 = True
bUsedWithSkeletalMesh : uint8 = False
bUsedWithMeshDeformer : uint8 = False
bUsedWithEditorCompositing : uint8 = False
bUsedWithParticleSprites : uint8 = False
bUsedWithBeamTrails : uint8 = False
bUsedWithMeshParticles : uint8 = False
bUsedWithNiagaraSprites : uint8 = False
bUsedWithNiagaraRibbons : uint8 = False
bUsedWithNiagaraMeshParticles : uint8 = False
bUsedWithGeometryCache : uint8 = False
bUsedWithStaticLighting : uint8 = False
bUsedWithMorphTargets : uint8 = False
bUsedWithSplineMeshes : uint8 = False
bUsedWithInstancedStaticMeshes : uint8 = False
bUsedWithGeometryCollections : uint8 = False
bUsedWithClothing : uint8 = False
bUsedWithWater : uint8 = False
bUsedWithHairStrands : uint8 = False
bUsedWithLidarPointCloud : uint8 = False
bUsedWithVirtualHeightfieldMesh : uint8 = False
bUsedWithNanite : uint8 = False
bUsedWithVoxels : uint8 = False
bUsedWithCurves : uint8 = False
bUsedWithVolumetricCloud : uint8 = False
bUsedWithHeterogeneousVolumes : uint8 = False
bUsedWithInstancedSkinnedMesh : uint8 = False
bUsedWithStaticMesh : uint8 = True
bForceCompatibleWithLightFunctionAtlas : uint8 = False
bAutomaticallySetUsageInEditor : uint8 = True
bFullyRough : uint8 = False
FloatPrecisionMode : TEnumAsByte<EMaterialFloatPrecisionMode> = MFPM_Default
bUseLightmapDirectionality : uint8 = True
bUseAlphaToCoverage : uint8 = False
bForwardRenderUsePreintegratedGFForSimpleIBL : uint8 = False
bUseHQForwardReflections : uint8 = False
bForwardBlendsSkyLightCubemaps : uint8 = False
bUsePlanarForwardReflections : uint8 = False
bNormalCurvatureToRoughness : uint8 = False
AllowTranslucentCustomDepthWrites : uint8 = False
bAllowFrontLayerTranslucency : uint8 = True
bCompatibleWithLumenCardSharing : uint8 = False
Wireframe : uint8 = False
bAllowTranslucentLocalLightShadow : uint8 = False
TranslucentLocalLightShadowQuality : float = 0.000000
TranslucentDirectionalLightShadowQuality : float = 0.000000
ShadingRate : TEnumAsByte<EMaterialShadingRate> = MSR_1x1
bAllowVariableRateShading : uint8 = True
bUseMaterialAttributes : uint8 = False
bEnableExecWire : uint8 = False
bEnableNewHLSLGenerator : uint8 = False
bCastRayTracedShadows : uint8 = True
bUseTranslucencyVertexFog : uint8 = True
bApplyCloudFogging : uint8 = False
bIsSky : uint8 = False
bComputeFogPerPixel : uint8 = False
bOutputTranslucentVelocity : uint8 = False
bIsTranslucencyVelocityFromDepth : uint8 = False
bRelaxRuntimeVirtualTextureRestrictions : uint8 = False
BlendableLocation : TEnumAsByte<EBlendableLocation> = BL_SceneColorAfterTonemapping
BlendableOutputAlpha : uint8 = False
UserSceneTexture : FName = None
UserTextureDivisor : FIntPoint = (X=0,Y=0)
ResolutionRelativeToInput : FName = None
bDisablePreExposureScale : uint8 = False
bUsedWithNeuralNetworks : uint8 = False
bEnableStencilTest : uint8 = False
StencilCompare : TEnumAsByte<EMaterialStencilCompare> = MSC_Less
StencilRefValue : uint8 = 0
NeuralProfileId : int8 = -1
RefractionMethod : TEnumAsByte<ERefractionMode> = RM_None
RefractionCoverageMode : TEnumAsByte<ERefractionCoverageMode> = RCM_CoverageAccountedFor
PixelDepthOffsetMode : TEnumAsByte<EPixelDepthOffsetMode> = PDOM_AlongCameraVector
BlendablePriority : int32 = 0
bIsBlendable : uint8 = True
PreshaderGap : uint16 = 0
RefractionDepthBias : float = 0.000000
MaxWorldPositionOffsetDisplacement : float = 0.000000
bAlwaysEvaluateWorldPositionOffset : bool = False
EditorOnlyData : TObjectPtr<UMaterialInterfaceEditorOnlyData> = /Script/Engine.MaterialEditorOnlyData'/InterfaceForge/UIForge/Materials/M_IFCenterTint.M_IFCenterTint:M_IFCent
SubsurfaceProfile : TObjectPtr<USubsurfaceProfile> = None
NeuralProfile : TObjectPtr<UNeuralProfile> = None
LightmassSettings : FLightmassMaterialInterfaceSettings = (EmissiveBoost=1.000000,DiffuseBoost=1.000000,ExportResolutionScale=1.000000,bCastShadowAsMasked=False,bOverri
AssetUserData : TArray
PreviewMesh : FSoftObjectPath = None
ThumbnailInfo : TObjectPtr<UThumbnailInfo> = None
AssetImportData : TObjectPtr<UAssetImportData> = None
/InterfaceForge/UIForge/Themes/Art/T_IFButtonActive.T_IFButtonActive — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/InterfaceForge/UIForge/Themes/Art/T_IFButtonActive.T_IFB
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/InterfaceForge/UIForge/Themes/Art/T_IFButtonBevel.T_IFButtonBevel — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/InterfaceForge/UIForge/Themes/Art/T_IFButtonBevel.T_IFBu
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/InterfaceForge/UIForge/Themes/Art/T_IFButtonPrimary.T_IFButtonPrimary — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/InterfaceForge/UIForge/Themes/Art/T_IFButtonPrimary.T_IF
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/InterfaceForge/UIForge/Themes/Art/T_IFButtonPrimaryActive.T_IFButtonPrimaryActive — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/InterfaceForge/UIForge/Themes/Art/T_IFButtonPrimaryActiv
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/InterfaceForge/UIForge/Themes/Art/T_IFCombatPanel.T_IFCombatPanel — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/InterfaceForge/UIForge/Themes/Art/T_IFCombatPanel.T_IFCo
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/InterfaceForge/UIForge/Themes/Art/T_IFHeaderBand.T_IFHeaderBand — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/InterfaceForge/UIForge/Themes/Art/T_IFHeaderBand.T_IFHea
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/InterfaceForge/UIForge/Themes/Art/T_IFResourceFill.T_IFResourceFill — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/InterfaceForge/UIForge/Themes/Art/T_IFResourceFill.T_IFR
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/InterfaceForge/UIForge/Themes/Art/T_IFResourceTrack.T_IFResourceTrack — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/InterfaceForge/UIForge/Themes/Art/T_IFResourceTrack.T_IF
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/InterfaceForge/UIForge/Themes/Art/T_IFWindowNeutral.T_IFWindowNeutral — Texture2D
AddressX : TEnumAsByte<TextureAddress> = TA_Wrap
AddressY : TEnumAsByte<TextureAddress> = TA_Wrap
AssetImportData : TObjectPtr<UAssetImportData> = /Script/InterchangeEngine.InterchangeAssetImportData'/InterfaceForge/UIForge/Themes/Art/T_IFWindowNeutral.T_IF
AdjustBrightness : float = 1.000000
AdjustBrightnessCurve : float = 1.000000
AdjustVibrance : float = 0.000000
AdjustSaturation : float = 1.000000
AdjustRGBCurve : float = 1.000000
AdjustHue : float = 0.000000
AdjustMinAlpha : float = 0.000000
AdjustMaxAlpha : float = 1.000000
CompressionNoAlpha : uint8 = False
CompressFinal : uint8 = False
DeferCompression : uint8 = False
LossyCompressionAmount : TEnumAsByte<ETextureLossyCompressionAmount> = TLCA_Default
OodleTextureSdkVersion : FName = 2.9.16
MaxTextureSize : int32 = 0
CompressionQuality : TEnumAsByte<ETextureCompressionQuality> = TCQ_Default
CompressionCacheId : FGuid = 00000000000000000000000000000000
bDoScaleMipsForAlphaCoverage : bool = False
AlphaCoverageThresholds : FVector4 = (X=0.000000,Y=0.000000,Z=0.000000,W=0.750000)
bUseNewMipFilter : bool = True
bPreserveBorder : uint8 = False
bFlipGreenChannel : uint8 = False
PowerOfTwoMode : TEnumAsByte<ETexturePowerOfTwoSetting::Type> = None
PaddingColor : FColor = (B=0,G=0,R=0,A=255)
bPadWithBorderColor : bool = False
ResizeDuringBuildX : int32 = 0
ResizeDuringBuildY : int32 = 0
bChromaKeyTexture : bool = False
ChromaKeyThreshold : float = 0.003922
ChromaKeyColor : FColor = (B=255,G=0,R=255,A=255)
MipGenSettings : TEnumAsByte<TextureMipGenSettings> = TMGS_NoMipmaps
CompositeTexture : TObjectPtr<UTexture> = None
CompositeTextureMode : TEnumAsByte<ECompositeTextureMode> = CTM_Disabled
CompositePower : float = 1.000000
LODBias : int32 = 0
CompressionSettings : TEnumAsByte<TextureCompressionSettings> = TC_EditorIcon
Filter : TEnumAsByte<TextureFilter> = TF_Default
MipLoadOptions : ETextureMipLoadOptions = Default
VirtualTextureStreamingPriority : EVTProducerPriority = Normal
VirtualTexturePrefetchMips : uint8 = 0
CookPlatformTilingSettings : TEnumAsByte<TextureCookPlatformTilingSettings> = TCPTS_FromTextureGroup
bOodlePreserveExtremes : bool = False
LODGroup : TEnumAsByte<TextureGroup> = TEXTUREGROUP_UI
Downscale : FPerPlatformFloat = (Default=0.000000,PerPlatform=())
DownscaleOptions : ETextureDownscaleOptions = Default
Availability : ETextureAvailability = GPU
SRGB : uint8 = True
bNormalizeNormals : uint8 = True
bUseLegacyGamma : uint8 = False
SourceColorSettings : FTextureSourceColorSettings = (EncodingOverride=TSE_None,ColorSpace=TCS_None,RedChromaticityCoordinate=(X=0.000000,Y=0.000000),GreenChromati
VirtualTextureStreaming : uint8 = False
bUseVirtualTextureStreamingPriority : uint8 = False
AssetUserData : TArray
NumCinematicMipLevels : int32 = 0
NeverStream : uint8 = True
bGlobalForceMipLevelsToBeResident : uint8 = False
/InterfaceForge/UIForge/Themes/DA_ForgeEmber.DA_ForgeEmber — IFTheme
Surface : FLinearColor = (R=0.022000,G=0.032000,B=0.046000,A=0.980000)
Text : FLinearColor = (R=0.900000,G=0.880000,B=0.820000,A=1.000000)
Accent : FLinearColor = (R=0.780000,G=0.580000,B=0.310000,A=1.000000)
Danger : FLinearColor = (R=0.950000,G=0.250000,B=0.220000,A=1.000000)
MutedText : FLinearColor = (R=0.590000,G=0.560000,B=0.490000,A=1.000000)
Outline : FLinearColor = (R=0.270000,G=0.230000,B=0.170000,A=1.000000)
Icons : TMap = ()
SurfaceStyles : TMap = (("Window", (TintColor=(SpecifiedColor=(R=0.810000,G=0.610000,B=0.350000,A=1.000000)),DrawAs=Box,Margin=(Left=
ButtonStyles : TMap = (("Primary", (Normal=(TintColor=(SpecifiedColor=(R=0.820000,G=0.500000,B=0.210000,A=1.000000)),DrawAs=Box,Marg
DefaultSurfaceStyle : FName = Panel
DialogSurfaceStyle : FName = Window
DialogHeaderSurfaceStyle : FName = Header
CompactKeyLabels : TMap = ((Gamepad_LeftShoulder, NSLOCTEXT("InterfaceForge", "LeftShoulderShort", "LB")),(Gamepad_RightShoulder, NSLOCT
FocusSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Focus.IF_Focus'
ConfirmSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Confirm.IF_Confirm'
BodyFont : FSlateFontInfo = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bSeparateFillAlpha=Fal
HeadingFont : FSlateFontInfo = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bSeparateFillAlpha=Fal
Spacing : float = 12.000000
ScrollBarThickness : float = 6.000000
TransitionSeconds : float = 0.160000
ButtonCornerRadius : float = 2.000000
ButtonPadding : FMargin = (Left=12.000000,Top=8.000000,Right=12.000000,Bottom=8.000000)
/InterfaceForge/UIForge/Themes/DA_ForgeMineral.DA_ForgeMineral — IFTheme
Surface : FLinearColor = (R=0.012000,G=0.020000,B=0.032000,A=1.000000)
Text : FLinearColor = (R=0.900000,G=0.930000,B=0.970000,A=1.000000)
Accent : FLinearColor = (R=0.220000,G=0.820000,B=0.650000,A=1.000000)
Danger : FLinearColor = (R=0.950000,G=0.250000,B=0.220000,A=1.000000)
MutedText : FLinearColor = (R=0.440000,G=0.580000,B=0.670000,A=1.000000)
Outline : FLinearColor = (R=0.190000,G=0.290000,B=0.330000,A=1.000000)
Icons : TMap = ()
SurfaceStyles : TMap = ()
ButtonStyles : TMap = ()
DefaultSurfaceStyle : FName = None
DialogSurfaceStyle : FName = None
DialogHeaderSurfaceStyle : FName = None
CompactKeyLabels : TMap = ((Gamepad_LeftShoulder, NSLOCTEXT("InterfaceForge", "LeftShoulderShort", "LB")),(Gamepad_RightShoulder, NSLOCT
FocusSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Focus.IF_Focus'
ConfirmSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Confirm.IF_Confirm'
BodyFont : FSlateFontInfo = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bSeparateFillAlpha=Fal
HeadingFont : FSlateFontInfo = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bSeparateFillAlpha=Fal
Spacing : float = 12.000000
ScrollBarThickness : float = 6.000000
TransitionSeconds : float = 0.160000
ButtonCornerRadius : float = 2.000000
ButtonPadding : FMargin = (Left=16.000000,Top=12.000000,Right=16.000000,Bottom=12.000000)
/InterfaceForge/UIForge/Themes/DA_ForgeMoonsteel.DA_ForgeMoonsteel — IFTheme
Surface : FLinearColor = (R=0.022000,G=0.032000,B=0.046000,A=0.980000)
Text : FLinearColor = (R=0.880000,G=0.910000,B=0.920000,A=1.000000)
Accent : FLinearColor = (R=0.400000,G=0.760000,B=0.870000,A=1.000000)
Danger : FLinearColor = (R=0.950000,G=0.250000,B=0.220000,A=1.000000)
MutedText : FLinearColor = (R=0.520000,G=0.580000,B=0.620000,A=1.000000)
Outline : FLinearColor = (R=0.170000,G=0.250000,B=0.300000,A=1.000000)
Icons : TMap = ()
SurfaceStyles : TMap = (("Window", (TintColor=(SpecifiedColor=(R=0.420000,G=0.720000,B=0.840000,A=1.000000)),DrawAs=Box,Margin=(Left=
ButtonStyles : TMap = (("Primary", (Normal=(TintColor=(SpecifiedColor=(R=0.280000,G=0.610000,B=0.760000,A=1.000000)),DrawAs=Box,Marg
DefaultSurfaceStyle : FName = Panel
DialogSurfaceStyle : FName = Window
DialogHeaderSurfaceStyle : FName = Header
CompactKeyLabels : TMap = ((Gamepad_LeftShoulder, NSLOCTEXT("InterfaceForge", "LeftShoulderShort", "LB")),(Gamepad_RightShoulder, NSLOCT
FocusSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Focus.IF_Focus'
ConfirmSound : TObjectPtr<USoundBase> = /Script/Engine.SoundWave'/InterfaceForge/UIForge/Audio/IF_Confirm.IF_Confirm'
BodyFont : FSlateFontInfo = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bSeparateFillAlpha=Fal
HeadingFont : FSlateFontInfo = (FontObject=None,FontMaterial=None,OutlineSettings=(OutlineSize=0,bMiteredCorners=False,bSeparateFillAlpha=Fal
Spacing : float = 12.000000
ScrollBarThickness : float = 6.000000
TransitionSeconds : float = 0.160000
ButtonCornerRadius : float = 2.000000
ButtonPadding : FMargin = (Left=12.000000,Top=8.000000,Right=12.000000,Bottom=8.000000)Boundaries
The optional MassForge example and adapter source are included in the file/code map. Its two widget assets require their own UE5.8/MassForge host; their separate capture/export is recorded in the visual catalog. Deferred inventory under Review is historical only. Generated caches and recovered historical variants are not active UI features.