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Requires

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38 assets232 API members
Note

Narrative documentation for this plugin is still being written. The API reference below is complete.

API reference

Every blueprint asset in this plugin. Expand an asset to see its members.

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BPC_3DUI6 members
extends SceneComponent
KindNameSignatureDescription
varActor ReferenceReferenceActor—
varReference Component TagReferencename—
eventSpawn3DUI()—
eventOnDestroyed_Event_0(DestroyedActor: Actor)—
eventSetDisabled(Set: bool)—
eventDestroy3DUI()—
BPC_Canvas9 members
extends StaticMeshComponent

Allows drawing using a render target.

KindNameSignatureDescription
varMain ColorStyleLinearColorSpecifies the default background color of the canvas. The canvas is initialized using this color, and it is also used as the erase color when removing drawings.
varResolutionSettingsVector2DDefines the width and height of the render target used by the canvas. Higher resolutions provide greater drawing detail at the cost of increased performance and memory usage.
varBackground ImageStyleTexture2D—
fnApplyBackgroundTexturePaint(Texture: Texture2D)—
fnEraseErase(StartLocation: Vector, EndLocation: Vector, Size: float, DynamicMaterial: MaterialInstanceDynamic)Removes existing drawings by painting over the specified area using the canvas background color. The size parameter controls the width of the erase stroke.
fnPaintLinePaint(StartLocation: Vector, EndLocation: Vector, Size: float, Color: LinearColor)Draws a colored line between the specified start and end locations on the canvas. The size parameter controls the thickness of the line.
fnExportCanvasExport() → stringExports the current contents of the canvas render target as a PNG image and saves it to the Canvas folder within the project's Saved directory. This can be used to preserve drawings, generate user-created content, or store canvas states for later use.
fnPaintMaterialPaint(StartLocation: Vector, EndLocation: Vector, RenderMaterial: MaterialInterface, Size: float)Draws the specified material onto the canvas between the provided start and end locations. The size parameter controls the thickness of the drawn stroke.
eventClearCanvas()—
BPC_Configuration7 members
extends BPC_State
KindNameSignatureDescription
varRoot ConfigurationsContentPDA_Action_Configuration[]—
varDefault ValueContentPDA_Action_Configuration[]—
fnIsConfigurationActive(ItemToFind: PDA_Action_Configuration, out IsActive: bool)—
fnApplySelectionRule(Configuration: PDA_Action_Configuration, Set: bool, out Changed: bool, out NewArray: PDA_Action_Configuration[])—
eventSetConfiguration(SourceInfo: ST_SourceInfo, Configuration: PDA_Action_Configuration, Set: bool)—
eventServerApplyConfiguration(SourceInfo: ST_SourceInfo, Configuration: PDA_Action_Configuration, Set: bool)—
eventToggleConfiguration(SourceInfo: ST_SourceInfo, Configuration: PDA_Action_Configuration)—
BPC_ConfiguratorCamera2 members
extends CameraComponent
KindNameSignatureDescription
varCategoryConfiguratorGameplayTag—
varIndexConfiguratorint—
BPC_ConfiguratorHandler8 members
extends ActorComponent
KindNameSignatureDescription
varPossible ConfigurationsBP_ConfiguratorDataAsset[]—
varDefault ConfigurationsBP_ConfiguratorDataAsset[]—
fnGetAvailableConfigurationsForTag(InTag: GameplayTag, out OutActions: BP_ConfiguratorDataAsset[])—
fnGetCurrentConfiguration(out OutConfiguration: Map<GameplayTag, BP_ConfiguratorDataAsset>)—
fnGetAllAvailableCategories(out OutCategories: GameplayTag[])—
fnApplyConfiguration(InConfiguration: BP_ConfiguratorDataAsset, InCategory: GameplayTag)—
fnInitialize()—
fnGetAvailableConfigurations(out OutActions: BP_ConfiguratorDataAsset[])—
BPC_ControllerAbility_RadialMenu8 members
extends BPC_ControllerAbility
KindNameSignatureDescription
varRadial Button ClassesContentclass<BP_Radial_Button>[]—
fnCalculateSpreadDegreeDefault(out SpreadDegree: float)—
fngetAllActorsToDestroyDefault(out Array: Actor[])—
fngetRadialButtonAtCoordinatesDefault(X: float, Y: float, out PalletSelection: BP_Radial_Button)—
eventSpawnChildren(RadialButton: class<BP_Radial_Button>[], Counter: int, SpreadDegrees: float)—
eventAllowSpawning(Set: bool)—
eventShowRadialMenu(RadialButton: class<BP_Radial_Button>[])—
eventHideRadialMenu()—
BPC_Explode_Actors15 members
extends ActorComponent · implements OutsidePawnRPCInterface

This component allows to handle easy explosion of actors.

KindNameSignatureDescription
varLocation Index to UseSetupintDefines the active index used during setup operations. This determines which saved transform set is written to or referenced when saving and loading locations in editor workflows.
varActor TagSetupnameSpecifies the tag used to identify which attached actors are controlled by this component. Only actors with this tag and attached to the owning actor are included in transform management.
varActor LocationsSetupMap<Actor, ST_Explode_TransformArray>A map containing all saved transform states for controlled actors, indexed by location state. Each entry represents a full configuration of actor positions and rotations.
varInterp SpeedSettingsfloat—
varAttached ActorsSetupMap<Actor, Actor>—
varActor to SocketsSetupMap<Actor, name>—
fnLerpBetweenStates(LocationIndexA: int, LocationIndexB: int, Alpha: float)Performs a blended interpolation between two saved transform states, allowing smooth transitions based on the Alpha value (0–1).
fnInterpolateToLocationIndex(LocationIndex: int)Smoothly interpolates all controlled actors from their current transforms to the transforms stored in the specified location index.
fnAttachAllActorsBack()—
fnAttachActorBack(Actor: Actor)—
fnGetComponentBySocket(ParentActor: Actor, InSocketName: name, out IsValid: bool, out ParentComponent: PrimitiveComponent)—
fnLoad LocationSetup()Restores and applies the saved transforms from a specified index, repositioning all controlled actors to their recorded states.
fnSave LocationSetup()Saves the current transforms of all controlled actors into the specified location index. Intended primarily for editor use during setup.
eventSendActorToTransform(Actor: Actor, Transform: Transform)—
eventUpdateInterpSpeed(Interp Speed: float)—
BPC_Explode_Components11 members
extends ActorComponent

This component can move components to specified relative transforms.

KindNameSignatureDescription
varLocation Index to UseSetupint—
varTag Of to FindSetupname—
varComponent LocationsSetupMap<string, ST_Explode_TransformArray>—
varInterp SpeedSettingsfloat—
varSound ExplodeSoundsSoundBase—
fnUpdateInterpSpeed(Interp Speed: float)—
fnLerpBetweenStates(LocationIndexA: int, LocationIndexB: int, Alpha: float)—
fnInterpolateToLocationIndex(LocationIndex: int)—
fnPopulateLocations()—
fnLoad LocationSetup()—
fnSave LocationSetup()—
BPC_Focus9 members
extends ActorComponent

This component allows you to make highlight a set of components of an actor while turning all other components invisble.

KindNameSignatureDescription
varAnimation DurationSettingsfloatHow long the visibility animation should last
varMaterialSettingsMaterialInterfaceMaterial of the mesh copy component.
varTag SelectionSelectionE_Visiblity_MeshSelectionSelection rule for the meshes to be relevant. Used in combination with the "MeshSelectionTag".
varMesh Selection TagSelectionnameComponent tag to use in conjunction with the Tag selection rule to select all relevant mesh component.
varSound AppearSoundSoundBaseAppear sound
varSound HideSoundSoundBase—
eventActivateFocus(FocusedComponents: MeshComponent[])—
eventDeactivateFocus()—
eventOnTriggerMeshVisibility_Event_0()—
BPC_GameState_Drawing8 members
extends ActorComponent · implements OutsidePawnRPCInterface
KindNameSignatureDescription
eventServer_DeleteStroke(Stroke: BP_Helper_Stroke)—
eventServer_Undo()—
eventUndo()—
eventDeleteStroke(Stroke: BP_Helper_Stroke)—
eventClearAll()—
eventServer_ClearAll()—
eventServer_SpawnStroke(SpawnTransform: Transform, StrokeDefinition: S_Stroke)—
eventSpawnStroke(Stroke: BP_Helper_Stroke)—
BPC_GameState_PlayerManager2 members
extends ActorComponent

BPC_GameState_PlayerManager is a Game State component responsible for monitoring and tracking players within the current multiplayer session. It periodically evaluates the active player list and detects changes caused by players joining or leaving the game. The component exposes a set of events that can be used by gameplay systems and user interfaces to react to player activity. Once attached to the Game State, it automatically maintains player tracking functionality without requiring additional setup.

KindNameSignatureDescription
varUpdate IntervalSettingsfloatSpecifies the interval, in seconds, between player list validation checks. Lower values provide faster detection of player joins and departures, while higher values reduce update frequency.
fnGetManagedPlayersPlayers(out CurrentPlayerArray: PlayerState[])—
BPC_Interaction_Select_SelectionMenu6 members
extends BPC_Interaction_Select
KindNameSignatureDescription
varSelection ButtonSelection MenuStruct_Selection_Button[]Array of buttons that compose the selection menu.
varButton ArrangementSelection MenuE_SelectionMenuSortingTypeDetermines how the buttons of the selection menu are arranged spatially.
varTag Of Location ComponentSelection MenunameA Component Tag of a Scene Component where the Selection Button should have its Origin Location. If none is set the Impact Location will be the origin location.
varAuto LocateSelection MenuboolWhether
fngetButtonLocation(Pawn: Pawn, ImpactLocation: Vector, out Rotation: Rotator, out Location: Vector)—
eventSelectPressed(SourceInfo: ST_SourceInfo, HitResult: HitResult)—
BPC_MeshSwitcher27 members
extends ActorComponent
KindNameSignatureDescription
varNameSettingstexttitle of the button in the HUD
varMeshesSettingsStruct_MeshSwitcher_Mesh[]Array of meshes for each look of the actor
varCurrent Mesh IndexStateint—
varComponent Tag to SearchSettingsNamerefers to the tag of the mesh that is affected by this visuals component.
varCurrent Material IndexStateint—
varSound Material ChangeSoundSoundBase—
varSound Mesh ChangeSoundSoundBase—
fngetCurrentDataAssetDesign(out DataAsset: PrimaryDataAsset)—
fnSetMeshIndexByDataAssetSetters(DataAsset: Object)—
fnSetMeshIndexByMeshSetters(Mesh: Object)—
fngetMaterial2DButtonDesignDesign(MeshIndex: int, MaterialIndex: int, out Button 2D: Struct_Button_Graphic_2D)—
fngetMesh2DButtonDesignDesign(MeshIndex: int, out Button 2D: Struct_Button_Graphic_2D)—
fnPrevMaterialIndexSetters(out NextMaterialIndex: int)—
fnPrevMeshIndexSetters(out PrevMeshIndex: int)—
fnNextMaterialIndexSetters(out NextMaterialIndex: int)—
fnNextMeshIndexSetters(out NextMeshIndex: int)—
fnUpdateMaterial()—
fnSearch for Next MaterialMaterial()—
fnSearch for Next MeshMaterial()—
eventUpdateMesh()—
eventSetNewMesh(Index: int)—
eventUpdateMaterial()—
eventSetNewMaterial(Index: int)—
eventSetNextMesh()—
eventSetPrevMesh()—
eventSetNextMaterial()—
eventSetPrevMaterial()—
BPC_MinimapElement4 members
extends SceneComponent
KindNameSignatureDescription
varPropagate RotationSettingsbool—
varPropagate ScaleSettingsbool—
eventSetCheckPosition(Source: Object, Set: bool)—
eventOnDestroyed_Event(DestroyedActor: Actor)—
BPC_MinimapElement_2D3 members
extends BPC_MinimapElement
KindNameSignatureDescription
varWidgetclass<WBP_MinimapElement>—
fnget2DRelativeRotation(Bounds: BP_Minimap_Bounds, out Angle: float)—
fnget2DRelativeLocation(Bounds: BP_Minimap_Bounds, out Location: Vector2D)—
BPC_MinimapElement_2D_Default3 members
extends BPC_MinimapElement_2D
KindNameSignatureDescription
varIconTexture2D—
varSizefloat—
varColorPDA_Color—
BPC_MinimapElement_3D7 members
extends BPC_MinimapElement
KindNameSignatureDescription
varMinimap Elementclass<BP_Helper_MeshCopy_MinimapElement>—
varMaterialMaterialInterface—
varColorLinearColor—
fnget3DRelativeScaleDefault(Bounds: BP_Minimap_Bounds, out Scale: Vector)—
fnget3DRelativeRotationDefault(Bounds: BP_Minimap_Bounds, out Rotation: Rotator)—
fnget3DRelativeLocationDefault(Bounds: BP_Minimap_Bounds, out Location: Vector)—
fnSpawnElement(Minimap: BP_Minimap_3D, Bounds: BP_Minimap_Bounds, out MinimapElement: BP_Helper_MeshCopy_MinimapElement)—
BPC_PawnAbility_Camera3 members
extends BPC_PawnAbility
KindNameSignatureDescription
varInputInputInputMappingContext—
varInteraction StyleStylePDA_InteractionState—
eventTakePhoto()—
BPC_PawnAbility_Draw16 members
extends BPC_PawnAbility
KindNameSignatureDescription
varInput DrawInputInputMappingContext—
varDraw Interaction StyleStylePDA_InteractionState—
varMaterialConfigMaterialInterface—
varShapeConfigE_Stroke_Shape—
varStroke SizeConfigfloat—
varColorConfigLinearColor—
varDraw DistanceConfigfloat—
eventUpdateStrokeSIze(NewScale: float)—
eventSetDeleteMode(Enabled: bool)—
eventUpdateDrawDistance(Type: float)—
eventStartDrawing()—
eventEndDrawing()—
eventUpdateColor(Color: LinearColor)—
eventUpdateDrawingMaterial(SplineMaterial: MaterialInterface)—
eventUpdateShape(Shape: E_Stroke_Shape)—
eventOnStrokeLengthLimitReached_Event_0()—
BPC_PawnAbility_LaserPointer5 members
extends BPC_PawnAbility

This ability allows gives a pawn the laser pointer ability.

KindNameSignatureDescription
varInputInputInputMappingContext—
varInteraction StyleStylePDA_InteractionState—
eventStartLaserPointer()—
eventEndDrawing()—
eventUpdateColor(Color: LinearColor)—
BPC_PawnAbility_Measuring6 members
extends BPC_PawnAbility
KindNameSignatureDescription
varInputInputInputMappingContext—
varInteraction StyleStylePDA_InteractionState—
eventStartMeasuring()—
eventEndMeasuring()—
eventUpdateColor(Color: LinearColor)—
eventServer_SpawnConnection(StartPosition: Vector, EndPosition: Vector, Color: LinearColor, Owner: PlayerController)—
BPC_PlayerController_DesktopUI17 members
extends WidgetComponent · implements BPI_WidgetComponent, OutsidePawnRPCInterface

Component to handle desktop control for VR players.

KindNameSignatureDescription
varThemeThemeBP_PDA_ThemeUse to set initial theme. May be changed at runtime.
varWidget MainContentclass<WBP_Base>This Widget is an Overlay over the entire Widget.
varCursor TimeoutSettingsfloat—
varWidget Idle ScreenContentclass<WBP_Base>—
varPagesContentST_Menu_Page[]—
fngetCursorCursor(out Cursor: BP_Helper_DesktopUI_Cursor)—
fngetCurrentWidgetInteractionReferences(out WidgetInteraction: WidgetInteractionComponent)—
fngetThemeTheme(out Theme: BP_PDA_Theme)—
fnUpdateCursorPositionCursor(out PositionChanged: bool)—
fnisWidgetHoveredWidget(out IsHovered: bool)—
fngetWidgetObjectWidget(out AsWBP Base: WBP_Base)—
eventSetWidgetClass(Widget: class<WBP_Base>)—
eventSetTheme(CustomTheme: BP_PDA_Theme)—
eventInitializeWidget()—
eventSwitchMouseMode(DesktopMode: E_DesktopUI_MouseMode)—
eventUpdateTheme()—
eventWidgetComp_IsKeyboardSupportedIfNotSetKeyboardFocus_1_1(FocussedWidget: Widget)—
BPC_PlayerController_Ping3 members
extends ActorComponent

BPC_PlayerController_Ping is a Player Controller component that provides the multiplayer functionality required for the AFM_Ping framework. It manages the replication and distribution of ping events, allowing gameplay systems and other plugins to trigger visual and audio notifications that are synchronized across the network. The component requires no additional configuration beyond being added to the project's Player Controller. Once attached, other systems can utilize its functionality to create multiplayer-safe ping events that help players communicate and coordinate during gameplay.

KindNameSignatureDescription
eventMulti_SpawnPing(Spawn Transform Location: Vector, Size: float, Thickness: float, Color: LinearColor)—
eventServer_SpawnPing(Spawn Transform Location: Vector, Size: float, Thickness: float, Color: LinearColor)—
eventSpawnPing(Spawn Transform Location: Vector, Size: float, Thickness: float, Color: LinearColor)—
BPC_PlayerState_Roles11 members
extends ActorComponent · implements OutsidePawnRPCInterface

This component lets you assign roles to a player state. This is only useful in a multiplayer context.

KindNameSignatureDescription
varRolesRolename[]—
varAuto Assign HostHostbool—
fnHasRoleRole(Role: name) → bool—
fnHasIntersectingRoleRole(out Roles: name[], out Found: bool)—
eventServer_AddRole(Role: name)—
eventServer_RemoveRole(Role: name)—
eventAddRole(Role: name)—
eventRemoveRole(Role: name)—
eventToggleRole(Role: name)—
eventServer_ToggleRole(Role: name)—
eventRetryLocallyControlledPlayerCheck()—
BPC_Video7 members
extends StaticMeshComponent · implements OutsidePawnRPCInterface
KindNameSignatureDescription
varMedia TextureRequiredMediaTexture—
varVideo SourceSourceE_Video_Source—
varSource URLSourcestring—
varMaterial FaceRequiredint—
fngetVideoMaterial(out VideoMaterial: MaterialInstanceDynamic)—
fngetMediaPlayerDefault(out MediaPlayer: MediaPlayer)—
eventSetPlay(Set: bool)—

Buttons

BPC_3DUI_Button5 members
extends BPC_3DUI
KindNameSignatureDescription
eventButtonPressed_Event_0(IsPressed: bool)—
eventDestroy3DUI()—
eventSetSelected(Set: bool)—
eventOnButtonSelected_Event_0(Selected: bool)—
eventSpawn3DUI()—
BPC_3DUI_Button_Large9 members
extends BPC_3DUI_Button
KindNameSignatureDescription
varTextContenttext—
varSelected TextContenttext—
varIconContentTexture2D—
varSelected IconContentTexture2D—
eventSetButtonText(Text: text)—
eventSetButtonIcon(Icon: Texture2D)—
eventSetSelectedIcon(Icon: Texture2D)—
eventSpawn3DUI()—
eventSetSelectedText(Text: text)—
BPC_3DUI_Button_Small5 members
extends BPC_3DUI_Button
KindNameSignatureDescription
varIconContentTexture2D—
varSelected IconContentTexture2D—
eventSetButtonIcon(Icon: Texture2D)—
eventSpawn3DUI()—
eventSetSelectedIcon(Icon: Texture2D)—

Move

BPC_3DUI_Move5 members
extends BPC_3DUI
KindNameSignatureDescription
eventDestroy3DUI()—
eventSetValue(NewValue: float)—
eventValueUpdated_Event_0(Value: float)—
eventInterpolateValue(NewValue: float)—
eventSpawn3DUI()—

Move/HandGrip

BPC_3DUI_Move_HandGrip0 members
extends BPC_3DUI_Move

No editor-visible members; this asset configures defaults only.

BPC_3DUI_Move_HandGrip_Default1 members
extends BPC_3DUI_Move_HandGrip
KindNameSignatureDescription
eventSpawn3DUI()—

Move/Handle

BPC_3DUI_Move_Handle0 members
extends BPC_3DUI_Move

No editor-visible members; this asset configures defaults only.

BPC_3DUI_Move_Handle_Default1 members
extends BPC_3DUI_Move_Handle
KindNameSignatureDescription
eventSpawn3DUI()—

Move/Lever

BPC_3DUI_Move_Lever0 members
extends BPC_3DUI_Move

No editor-visible members; this asset configures defaults only.

BPC_3DUI_Move_Lever_Default1 members
extends BPC_3DUI_Move_Lever
KindNameSignatureDescription
eventSpawn3DUI()—

Move/Slider

BPC_3DUI_Move_Slider0 members
extends BPC_3DUI_Move

No editor-visible members; this asset configures defaults only.

BPC_3DUI_Move_Slider_Default1 members
extends BPC_3DUI_Move_Slider
KindNameSignatureDescription
eventSpawn3DUI()—
BPC_3DUI_Move_Slider_Toggle1 members
extends BPC_3DUI_Move_Slider
KindNameSignatureDescription
eventSpawn3DUI()—