---
title: Components
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/plugins/components.html
---

System

# Components

#### What it gives you

—

#### Requires

None

#### Required by

None

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.

### /

**BPC_3DUI**6 members

extends `SceneComponent`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Actor Reference`Reference | `Actor` | — |
| var | `Reference Component Tag`Reference | `name` | — |
| event | `Spawn3DUI` | `()` | — |
| event | `OnDestroyed_Event_0` | `(DestroyedActor: Actor)` | — |
| event | `SetDisabled` | `(Set: bool)` | — |
| event | `Destroy3DUI` | `()` | — |

**BPC_Canvas**9 members

extends `StaticMeshComponent`

Allows drawing using a render target.

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Main Color`Style | `LinearColor` | Specifies 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. |
| var | `Resolution`Settings | `Vector2D` | Defines 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. |
| var | `Background Image`Style | `Texture2D` | — |
| fn | `ApplyBackgroundTexture`Paint | `(Texture: Texture2D)` | — |
| fn | `Erase`Erase | `(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. |
| fn | `PaintLine`Paint | `(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. |
| fn | `ExportCanvas`Export | `() → string` | Exports 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. |
| fn | `PaintMaterial`Paint | `(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. |
| event | `ClearCanvas` | `()` | — |

**BPC_Configuration**7 members

extends `BPC_State`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Root Configurations`Content | `PDA_Action_Configuration[]` | — |
| var | `Default Value`Content | `PDA_Action_Configuration[]` | — |
| fn | `IsConfigurationActive` | `(ItemToFind: PDA_Action_Configuration, out IsActive: bool)` | — |
| fn | `ApplySelectionRule` | `(Configuration: PDA_Action_Configuration, Set: bool, out Changed: bool, out NewArray: PDA_Action_Configuration[])` | — |
| event | `SetConfiguration` | `(SourceInfo: ST_SourceInfo, Configuration: PDA_Action_Configuration, Set: bool)` | — |
| event | `ServerApplyConfiguration` | `(SourceInfo: ST_SourceInfo, Configuration: PDA_Action_Configuration, Set: bool)` | — |
| event | `ToggleConfiguration` | `(SourceInfo: ST_SourceInfo, Configuration: PDA_Action_Configuration)` | — |

**BPC_ConfiguratorCamera**2 members

extends `CameraComponent`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Category`Configurator | `GameplayTag` | — |
| var | `Index`Configurator | `int` | — |

**BPC_ConfiguratorHandler**8 members

extends `ActorComponent`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Possible Configurations` | `BP_ConfiguratorDataAsset[]` | — |
| var | `Default Configurations` | `BP_ConfiguratorDataAsset[]` | — |
| fn | `GetAvailableConfigurationsForTag` | `(InTag: GameplayTag, out OutActions: BP_ConfiguratorDataAsset[])` | — |
| fn | `GetCurrentConfiguration` | `(out OutConfiguration: Map<GameplayTag, BP_ConfiguratorDataAsset>)` | — |
| fn | `GetAllAvailableCategories` | `(out OutCategories: GameplayTag[])` | — |
| fn | `ApplyConfiguration` | `(InConfiguration: BP_ConfiguratorDataAsset, InCategory: GameplayTag)` | — |
| fn | `Initialize` | `()` | — |
| fn | `GetAvailableConfigurations` | `(out OutActions: BP_ConfiguratorDataAsset[])` | — |

**BPC_ControllerAbility_RadialMenu**8 members

extends `BPC_ControllerAbility`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Radial Button Classes`Content | `class<BP_Radial_Button>[]` | — |
| fn | `CalculateSpreadDegree`Default | `(out SpreadDegree: float)` | — |
| fn | `getAllActorsToDestroy`Default | `(out Array: Actor[])` | — |
| fn | `getRadialButtonAtCoordinates`Default | `(X: float, Y: float, out PalletSelection: BP_Radial_Button)` | — |
| event | `SpawnChildren` | `(RadialButton: class<BP_Radial_Button>[], Counter: int, SpreadDegrees: float)` | — |
| event | `AllowSpawning` | `(Set: bool)` | — |
| event | `ShowRadialMenu` | `(RadialButton: class<BP_Radial_Button>[])` | — |
| event | `HideRadialMenu` | `()` | — |

**BPC_Explode_Actors**15 members

extends `ActorComponent` · implements `OutsidePawnRPCInterface`

This component allows to handle easy explosion of actors.

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Location Index to Use`Setup | `int` | Defines 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. |
| var | `Actor Tag`Setup | `name` | Specifies 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. |
| var | `Actor Locations`Setup | `Map<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. |
| var | `Interp Speed`Settings | `float` | — |
| var | `Attached Actors`Setup | `Map<Actor, Actor>` | — |
| var | `Actor to Sockets`Setup | `Map<Actor, name>` | — |
| fn | `LerpBetweenStates` | `(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). |
| fn | `InterpolateToLocationIndex` | `(LocationIndex: int)` | Smoothly interpolates all controlled actors from their current transforms to the transforms stored in the specified location index. |
| fn | `AttachAllActorsBack` | `()` | — |
| fn | `AttachActorBack` | `(Actor: Actor)` | — |
| fn | `GetComponentBySocket` | `(ParentActor: Actor, InSocketName: name, out IsValid: bool, out ParentComponent: PrimitiveComponent)` | — |
| fn | `Load Location`Setup | `()` | Restores and applies the saved transforms from a specified index, repositioning all controlled actors to their recorded states. |
| fn | `Save Location`Setup | `()` | Saves the current transforms of all controlled actors into the specified location index. Intended primarily for editor use during setup. |
| event | `SendActorToTransform` | `(Actor: Actor, Transform: Transform)` | — |
| event | `UpdateInterpSpeed` | `(Interp Speed: float)` | — |

**BPC_Explode_Components**11 members

extends `ActorComponent`

This component can move components to specified relative transforms.

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Location Index to Use`Setup | `int` | — |
| var | `Tag Of to Find`Setup | `name` | — |
| var | `Component Locations`Setup | `Map<string, ST_Explode_TransformArray>` | — |
| var | `Interp Speed`Settings | `float` | — |
| var | `Sound Explode`Sounds | `SoundBase` | — |
| fn | `UpdateInterpSpeed` | `(Interp Speed: float)` | — |
| fn | `LerpBetweenStates` | `(LocationIndexA: int, LocationIndexB: int, Alpha: float)` | — |
| fn | `InterpolateToLocationIndex` | `(LocationIndex: int)` | — |
| fn | `PopulateLocations` | `()` | — |
| fn | `Load Location`Setup | `()` | — |
| fn | `Save Location`Setup | `()` | — |

**BPC_Focus**9 members

extends `ActorComponent`

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

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Animation Duration`Settings | `float` | How long the visibility animation should last |
| var | `Material`Settings | `MaterialInterface` | Material of the mesh copy component. |
| var | `Tag Selection`Selection | `E_Visiblity_MeshSelection` | Selection rule for the meshes to be relevant. Used in combination with the "MeshSelectionTag". |
| var | `Mesh Selection Tag`Selection | `name` | Component tag to use in conjunction with the Tag selection rule to select all relevant mesh component. |
| var | `Sound Appear`Sound | `SoundBase` | Appear sound |
| var | `Sound Hide`Sound | `SoundBase` | — |
| event | `ActivateFocus` | `(FocusedComponents: MeshComponent[])` | — |
| event | `DeactivateFocus` | `()` | — |
| event | `OnTriggerMeshVisibility_Event_0` | `()` | — |

**BPC_GameState_Drawing**8 members

extends `ActorComponent` · implements `OutsidePawnRPCInterface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| event | `Server_DeleteStroke` | `(Stroke: BP_Helper_Stroke)` | — |
| event | `Server_Undo` | `()` | — |
| event | `Undo` | `()` | — |
| event | `DeleteStroke` | `(Stroke: BP_Helper_Stroke)` | — |
| event | `ClearAll` | `()` | — |
| event | `Server_ClearAll` | `()` | — |
| event | `Server_SpawnStroke` | `(SpawnTransform: Transform, StrokeDefinition: S_Stroke)` | — |
| event | `SpawnStroke` | `(Stroke: BP_Helper_Stroke)` | — |

**BPC_GameState_PlayerManager**2 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.

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Update Interval`Settings | `float` | Specifies 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. |
| fn | `GetManagedPlayers`Players | `(out CurrentPlayerArray: PlayerState[])` | — |

**BPC_Interaction_Select_SelectionMenu**6 members

extends `BPC_Interaction_Select`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Selection Button`Selection Menu | `Struct_Selection_Button[]` | Array of buttons that compose the selection menu. |
| var | `Button Arrangement`Selection Menu | `E_SelectionMenuSortingType` | Determines how the buttons of the selection menu are arranged spatially. |
| var | `Tag Of Location Component`Selection Menu | `name` | A 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. |
| var | `Auto Locate`Selection Menu | `bool` | Whether |
| fn | `getButtonLocation` | `(Pawn: Pawn, ImpactLocation: Vector, out Rotation: Rotator, out Location: Vector)` | — |
| event | `SelectPressed` | `(SourceInfo: ST_SourceInfo, HitResult: HitResult)` | — |

**BPC_MeshSwitcher**27 members

extends `ActorComponent`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Name`Settings | `text` | title of the button in the HUD |
| var | `Meshes`Settings | `Struct_MeshSwitcher_Mesh[]` | Array of meshes for each look of the actor |
| var | `Current Mesh Index`State | `int` | — |
| var | `Component Tag to Search`Settings | `Name` | refers to the tag of the mesh that is affected by this visuals component. |
| var | `Current Material Index`State | `int` | — |
| var | `Sound Material Change`Sound | `SoundBase` | — |
| var | `Sound Mesh Change`Sound | `SoundBase` | — |
| fn | `getCurrentDataAsset`Design | `(out DataAsset: PrimaryDataAsset)` | — |
| fn | `SetMeshIndexByDataAsset`Setters | `(DataAsset: Object)` | — |
| fn | `SetMeshIndexByMesh`Setters | `(Mesh: Object)` | — |
| fn | `getMaterial2DButtonDesign`Design | `(MeshIndex: int, MaterialIndex: int, out Button 2D: Struct_Button_Graphic_2D)` | — |
| fn | `getMesh2DButtonDesign`Design | `(MeshIndex: int, out Button 2D: Struct_Button_Graphic_2D)` | — |
| fn | `PrevMaterialIndex`Setters | `(out NextMaterialIndex: int)` | — |
| fn | `PrevMeshIndex`Setters | `(out PrevMeshIndex: int)` | — |
| fn | `NextMaterialIndex`Setters | `(out NextMaterialIndex: int)` | — |
| fn | `NextMeshIndex`Setters | `(out NextMeshIndex: int)` | — |
| fn | `Update`Material | `()` | — |
| fn | `Search for Next Material`Material | `()` | — |
| fn | `Search for Next Mesh`Material | `()` | — |
| event | `UpdateMesh` | `()` | — |
| event | `SetNewMesh` | `(Index: int)` | — |
| event | `UpdateMaterial` | `()` | — |
| event | `SetNewMaterial` | `(Index: int)` | — |
| event | `SetNextMesh` | `()` | — |
| event | `SetPrevMesh` | `()` | — |
| event | `SetNextMaterial` | `()` | — |
| event | `SetPrevMaterial` | `()` | — |

**BPC_MinimapElement**4 members

extends `SceneComponent`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Propagate Rotation`Settings | `bool` | — |
| var | `Propagate Scale`Settings | `bool` | — |
| event | `SetCheckPosition` | `(Source: Object, Set: bool)` | — |
| event | `OnDestroyed_Event` | `(DestroyedActor: Actor)` | — |

**BPC_MinimapElement_2D**3 members

extends `BPC_MinimapElement`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Widget` | `class<WBP_MinimapElement>` | — |
| fn | `get2DRelativeRotation` | `(Bounds: BP_Minimap_Bounds, out Angle: float)` | — |
| fn | `get2DRelativeLocation` | `(Bounds: BP_Minimap_Bounds, out Location: Vector2D)` | — |

**BPC_MinimapElement_2D_Default**3 members

extends `BPC_MinimapElement_2D`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Icon` | `Texture2D` | — |
| var | `Size` | `float` | — |
| var | `Color` | `PDA_Color` | — |

**BPC_MinimapElement_3D**7 members

extends `BPC_MinimapElement`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Minimap Element` | `class<BP_Helper_MeshCopy_MinimapElement>` | — |
| var | `Material` | `MaterialInterface` | — |
| var | `Color` | `LinearColor` | — |
| fn | `get3DRelativeScale`Default | `(Bounds: BP_Minimap_Bounds, out Scale: Vector)` | — |
| fn | `get3DRelativeRotation`Default | `(Bounds: BP_Minimap_Bounds, out Rotation: Rotator)` | — |
| fn | `get3DRelativeLocation`Default | `(Bounds: BP_Minimap_Bounds, out Location: Vector)` | — |
| fn | `SpawnElement` | `(Minimap: BP_Minimap_3D, Bounds: BP_Minimap_Bounds, out MinimapElement: BP_Helper_MeshCopy_MinimapElement)` | — |

**BPC_PawnAbility_Camera**3 members

extends `BPC_PawnAbility`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Input`Input | `InputMappingContext` | — |
| var | `Interaction Style`Style | `PDA_InteractionState` | — |
| event | `TakePhoto` | `()` | — |

**BPC_PawnAbility_Draw**16 members

extends `BPC_PawnAbility`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Input Draw`Input | `InputMappingContext` | — |
| var | `Draw Interaction Style`Style | `PDA_InteractionState` | — |
| var | `Material`Config | `MaterialInterface` | — |
| var | `Shape`Config | `E_Stroke_Shape` | — |
| var | `Stroke Size`Config | `float` | — |
| var | `Color`Config | `LinearColor` | — |
| var | `Draw Distance`Config | `float` | — |
| event | `UpdateStrokeSIze` | `(NewScale: float)` | — |
| event | `SetDeleteMode` | `(Enabled: bool)` | — |
| event | `UpdateDrawDistance` | `(Type: float)` | — |
| event | `StartDrawing` | `()` | — |
| event | `EndDrawing` | `()` | — |
| event | `UpdateColor` | `(Color: LinearColor)` | — |
| event | `UpdateDrawingMaterial` | `(SplineMaterial: MaterialInterface)` | — |
| event | `UpdateShape` | `(Shape: E_Stroke_Shape)` | — |
| event | `OnStrokeLengthLimitReached_Event_0` | `()` | — |

**BPC_PawnAbility_LaserPointer**5 members

extends `BPC_PawnAbility`

This ability allows gives a pawn the laser pointer ability.

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Input`Input | `InputMappingContext` | — |
| var | `Interaction Style`Style | `PDA_InteractionState` | — |
| event | `StartLaserPointer` | `()` | — |
| event | `EndDrawing` | `()` | — |
| event | `UpdateColor` | `(Color: LinearColor)` | — |

**BPC_PawnAbility_Measuring**6 members

extends `BPC_PawnAbility`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Input`Input | `InputMappingContext` | — |
| var | `Interaction Style`Style | `PDA_InteractionState` | — |
| event | `StartMeasuring` | `()` | — |
| event | `EndMeasuring` | `()` | — |
| event | `UpdateColor` | `(Color: LinearColor)` | — |
| event | `Server_SpawnConnection` | `(StartPosition: Vector, EndPosition: Vector, Color: LinearColor, Owner: PlayerController)` | — |

**BPC_PlayerController_DesktopUI**17 members

extends `WidgetComponent` · implements `BPI_WidgetComponent`, `OutsidePawnRPCInterface`

Component to handle desktop control for VR players.

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Theme`Theme | `BP_PDA_Theme` | Use to set initial theme. May be changed at runtime. |
| var | `Widget Main`Content | `class<WBP_Base>` | This Widget is an Overlay over the entire Widget. |
| var | `Cursor Timeout`Settings | `float` | — |
| var | `Widget Idle Screen`Content | `class<WBP_Base>` | — |
| var | `Pages`Content | `ST_Menu_Page[]` | — |
| fn | `getCursor`Cursor | `(out Cursor: BP_Helper_DesktopUI_Cursor)` | — |
| fn | `getCurrentWidgetInteraction`References | `(out WidgetInteraction: WidgetInteractionComponent)` | — |
| fn | `getTheme`Theme | `(out Theme: BP_PDA_Theme)` | — |
| fn | `UpdateCursorPosition`Cursor | `(out PositionChanged: bool)` | — |
| fn | `isWidgetHovered`Widget | `(out IsHovered: bool)` | — |
| fn | `getWidgetObject`Widget | `(out AsWBP Base: WBP_Base)` | — |
| event | `SetWidgetClass` | `(Widget: class<WBP_Base>)` | — |
| event | `SetTheme` | `(CustomTheme: BP_PDA_Theme)` | — |
| event | `InitializeWidget` | `()` | — |
| event | `SwitchMouseMode` | `(DesktopMode: E_DesktopUI_MouseMode)` | — |
| event | `UpdateTheme` | `()` | — |
| event | `WidgetComp_IsKeyboardSupportedIfNotSetKeyboardFocus_1_1` | `(FocussedWidget: Widget)` | — |

**BPC_PlayerController_Ping**3 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.

| Kind | Name | Signature | Description |
|---|---|---|---|
| event | `Multi_SpawnPing` | `(Spawn Transform Location: Vector, Size: float, Thickness: float, Color: LinearColor)` | — |
| event | `Server_SpawnPing` | `(Spawn Transform Location: Vector, Size: float, Thickness: float, Color: LinearColor)` | — |
| event | `SpawnPing` | `(Spawn Transform Location: Vector, Size: float, Thickness: float, Color: LinearColor)` | — |

**BPC_PlayerState_Roles**11 members

extends `ActorComponent` · implements `OutsidePawnRPCInterface`

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

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Roles`Role | `name[]` | — |
| var | `Auto Assign Host`Host | `bool` | — |
| fn | `HasRole`Role | `(Role: name) → bool` | — |
| fn | `HasIntersectingRole`Role | `(out Roles: name[], out Found: bool)` | — |
| event | `Server_AddRole` | `(Role: name)` | — |
| event | `Server_RemoveRole` | `(Role: name)` | — |
| event | `AddRole` | `(Role: name)` | — |
| event | `RemoveRole` | `(Role: name)` | — |
| event | `ToggleRole` | `(Role: name)` | — |
| event | `Server_ToggleRole` | `(Role: name)` | — |
| event | `RetryLocallyControlledPlayerCheck` | `()` | — |

**BPC_Video**7 members

extends `StaticMeshComponent` · implements `OutsidePawnRPCInterface`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Media Texture`Required | `MediaTexture` | — |
| var | `Video Source`Source | `E_Video_Source` | — |
| var | `Source URL`Source | `string` | — |
| var | `Material Face`Required | `int` | — |
| fn | `getVideoMaterial` | `(out VideoMaterial: MaterialInstanceDynamic)` | — |
| fn | `getMediaPlayer`Default | `(out MediaPlayer: MediaPlayer)` | — |
| event | `SetPlay` | `(Set: bool)` | — |

### Buttons

**BPC_3DUI_Button**5 members

extends `BPC_3DUI`

| Kind | Name | Signature | Description |
|---|---|---|---|
| event | `ButtonPressed_Event_0` | `(IsPressed: bool)` | — |
| event | `Destroy3DUI` | `()` | — |
| event | `SetSelected` | `(Set: bool)` | — |
| event | `OnButtonSelected_Event_0` | `(Selected: bool)` | — |
| event | `Spawn3DUI` | `()` | — |

**BPC_3DUI_Button_Large**9 members

extends `BPC_3DUI_Button`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Text`Content | `text` | — |
| var | `Selected Text`Content | `text` | — |
| var | `Icon`Content | `Texture2D` | — |
| var | `Selected Icon`Content | `Texture2D` | — |
| event | `SetButtonText` | `(Text: text)` | — |
| event | `SetButtonIcon` | `(Icon: Texture2D)` | — |
| event | `SetSelectedIcon` | `(Icon: Texture2D)` | — |
| event | `Spawn3DUI` | `()` | — |
| event | `SetSelectedText` | `(Text: text)` | — |

**BPC_3DUI_Button_Small**5 members

extends `BPC_3DUI_Button`

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Icon`Content | `Texture2D` | — |
| var | `Selected Icon`Content | `Texture2D` | — |
| event | `SetButtonIcon` | `(Icon: Texture2D)` | — |
| event | `Spawn3DUI` | `()` | — |
| event | `SetSelectedIcon` | `(Icon: Texture2D)` | — |

### Move

**BPC_3DUI_Move**5 members

extends `BPC_3DUI`

| Kind | Name | Signature | Description |
|---|---|---|---|
| event | `Destroy3DUI` | `()` | — |
| event | `SetValue` | `(NewValue: float)` | — |
| event | `ValueUpdated_Event_0` | `(Value: float)` | — |
| event | `InterpolateValue` | `(NewValue: float)` | — |
| event | `Spawn3DUI` | `()` | — |

### Move/HandGrip

**BPC_3DUI_Move_HandGrip**0 members

extends `BPC_3DUI_Move`

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

**BPC_3DUI_Move_HandGrip_Default**1 members

extends `BPC_3DUI_Move_HandGrip`

| Kind | Name | Signature | Description |
|---|---|---|---|
| event | `Spawn3DUI` | `()` | — |

### Move/Handle

**BPC_3DUI_Move_Handle**0 members

extends `BPC_3DUI_Move`

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

**BPC_3DUI_Move_Handle_Default**1 members

extends `BPC_3DUI_Move_Handle`

| Kind | Name | Signature | Description |
|---|---|---|---|
| event | `Spawn3DUI` | `()` | — |

### Move/Lever

**BPC_3DUI_Move_Lever**0 members

extends `BPC_3DUI_Move`

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

**BPC_3DUI_Move_Lever_Default**1 members

extends `BPC_3DUI_Move_Lever`

| Kind | Name | Signature | Description |
|---|---|---|---|
| event | `Spawn3DUI` | `()` | — |

### Move/Slider

**BPC_3DUI_Move_Slider**0 members

extends `BPC_3DUI_Move`

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

**BPC_3DUI_Move_Slider_Default**1 members

extends `BPC_3DUI_Move_Slider`

| Kind | Name | Signature | Description |
|---|---|---|---|
| event | `Spawn3DUI` | `()` | — |

**BPC_3DUI_Move_Slider_Toggle**1 members

extends `BPC_3DUI_Move_Slider`

| Kind | Name | Signature | Description |
|---|---|---|---|
| event | `Spawn3DUI` | `()` | — |
