Blueprint API
This page lists all the blueprint functions available in the plugin
Updated 2021-01-30 05:10:17.367206
Tools
Asset Tools
Add Disable Edits Box
Add a disable edits box to the world
Add Disable Edits Box Async
Add a disable edits box to the world
Runs asynchronously
Create Data Asset from World Section
Create Data Asset from World Section
Import Asset
Add a voxel asset to the world: can be a data asset (eg imported from a mesh), or a graph asset
Will not provide the Previous Generator, so won't work with graphs that use it!
Unlike ImportAssetAsReference, this one copies the asset data into the world. Can be expensive for large assets. Use this if your asset is relatively small
Import Asset as Reference
Add a voxel asset to the world: can be a data asset (eg imported from a mesh), or a graph asset
Cheap, unless there are edited voxels in the zone the asset is imported in
Will provide the PreviousGenerator to voxel graphs
Import Asset as Reference Async
Add a voxel asset to the world: can be a data asset (eg imported from a mesh), or a graph asset
Cheap, unless there are edited voxels in the zone the asset is imported in
Will provide the PreviousGenerator to voxel graphs
Runs asynchronously
Import Asset Async
Add a voxel asset to the world: can be a data asset (eg imported from a mesh), or a graph asset
Will not provide the Previous Generator, so won't work with graphs that use it!
Unlike ImportAssetAsReference, this one copies the asset data into the world. Can be expensive for large assets. Use this if your asset is relatively small
Import Data Asset Fast
Specialization of ImportAsset for data assets with no scale nor rotation
Import Data Asset Fast Async
Specialization of ImportAsset for data assets with no scale nor rotation
Import Modifier Asset
Add a voxel modifier asset to the world. Should be a graph asset.
Unlike ImportAsset, this WILL provide the Previous Generator to the graph, so you can access the existing voxel value
Unlike ImportAssetAsReference, this one copies the asset data into the world. Can be expensive for large assets. Use this if your asset is relatively small
Import Modifier Asset Async
Add a voxel asset to the world: can be a data asset (eg imported from a mesh), or a graph asset
Will not provide the Previous Generator, so won't work with graphs that use it!
Unlike ImportAssetAsReference, this one copies the asset data into the world. Can be expensive for large assets. Use this if your asset is relatively small
Invert Data Asset
Invert Data Asset
Set Data Asset Material
Set Data Asset Material
Box Tools
Add Box
Add a box shape
See: AddBox, AddBoxAsync and FVoxelBoxToolsImpl::AddBox
Add Box Async
Add a box shape
Runs asynchronously in a background thread
See: AddBox, AddBoxAsync and FVoxelBoxToolsImpl::AddBox
Remove Box
Remove a box shape
See: RemoveBox, RemoveBoxAsync and FVoxelBoxToolsImpl::RemoveBox
Remove Box Async
Remove a box shape
Runs asynchronously in a background thread
See: RemoveBox, RemoveBoxAsync and FVoxelBoxToolsImpl::RemoveBox
Set Material Box
Paint a box shape
See: SetMaterialBox, SetMaterialBoxAsync and FVoxelBoxToolsImpl::SetMaterialBox
Set Material Box Async
Paint a box shape
Runs asynchronously in a background thread
See: SetMaterialBox, SetMaterialBoxAsync and FVoxelBoxToolsImpl::SetMaterialBox
Set Value Box
Set the density in a box
See: SetValueBox, SetValueBoxAsync and FVoxelBoxToolsImpl::SetValueBox
Set Value Box Async
Set the density in a box
Runs asynchronously in a background thread
See: SetValueBox, SetValueBoxAsync and FVoxelBoxToolsImpl::SetValueBox
Cubic
Get Cubic Voxel Position from Hit
Use bSelectVoxelOutside to choose which voxel to select, between the two sides of the face hit
Get Cubic Voxel Value
Get Cubic Voxel Value
Set Cubic Voxel Value
Set Cubic Voxel Value
Data
Clear Unused Materials
Remove materials that do not affect the surface. Same visual result but will lead to better compression.
Digging will look different.
Clear Unused Materials Async
Remove materials that do not affect the surface. Same visual result but will lead to better compression.
Digging will look different.
Find Closest Non Empty Voxel
Finds the closest voxel to Position that is not empty
This is useful to do edits, or to query the material at a position
Find Closest Non Empty Voxel Async
Finds the closest voxel to Position that is not empty
This is useful to do edits, or to query the material at a position
Get Compressed Save
Get a save of the world and compress it
Get Compressed Save Async
Get a save of the world and compress it
Get Interpolated Density
Get the density at Position
Get Material
Get the material at Position
Get Material Async
Get the material at Position
Get Save
Get a save of the world
Get Save Async
Get a save of the world
Get Density
Get the density at Position
Get Density Async
Get the density at Position
Get Voxels Value and Material
Read a large number of voxels at a time
Get Voxels Value and Material Async
Read a large number of voxels at a time, asynchronously
Load from Compressed Save
Load from a compressed save
Load from Save
Load from a save
Round Voxels
Round voxels that don't have an impact on the surface. Same visual result but will lead to better compression
Round Voxels Async
Round voxels that don't have an impact on the surface. Same visual result but will lead to better compression
Set Material
Set the material at Position
Set Material Async
Set the material at Position
Set Density
Set the density at Position
Set Density Async
Set the density at Position
Level Tools
Level
Stamps a cylinder, to quickly level parts of the world
If additive, will stamp a smooth cylinder above Position. Else will remove one below Position
See: Level, LevelAsync and FVoxelLevelToolsImpl::Level
Level Async
Stamps a cylinder, to quickly level parts of the world
If additive, will stamp a smooth cylinder above Position. Else will remove one below Position
Runs asynchronously in a background thread
See: Level, LevelAsync and FVoxelLevelToolsImpl::Level
Mesh Importer
Convert Mesh to Voxels
Convert Mesh to Voxels
Convert Mesh to Voxels No Materials
Convert Mesh to Voxels No Materials
Create Mesh Data from Static Mesh
Create Mesh Data from Static Mesh
Create Texture from Material
Create Texture from Material
Projection Tools
Create Surface Voxels from Hits
For some surface tools you'll need to use CreateSurfaceVoxelsFromHitsWithExactValues instead
Create Surface Voxels from Hits with Exact Values
Will store the voxel values
Find Projection Voxels
Find voxels using linetraces
Find Projection Voxels Async
Find voxels using linetraces, asynchronously
Get Hits Average Normal
Get Hits Average Normal
Get Hits Average Position
Get Hits Average Position
Get Hits Positions
Get Hits Positions
Sphere Tools
Add Sphere
Add a sphere
See: AddSphere, AddSphereAsync and FVoxelSphereToolsImpl::AddSphere
Add Sphere Async
Add a sphere
Runs asynchronously in a background thread
See: AddSphere, AddSphereAsync and FVoxelSphereToolsImpl::AddSphere
Apply Kernel Sphere
Apply a 3x3x3 kernel
See: ApplyKernelSphere, ApplyKernelSphereAsync and FVoxelSphereToolsImpl::ApplyKernelSphere
Apply Kernel Sphere Async
Apply a 3x3x3 kernel
Runs asynchronously in a background thread
See: ApplyKernelSphere, ApplyKernelSphereAsync and FVoxelSphereToolsImpl::ApplyKernelSphere
Apply Material Kernel Sphere
Apply a 3x3x3 kernel to the materials
See: ApplyMaterialKernelSphere, ApplyMaterialKernelSphereAsync and FVoxelSphereToolsImpl::ApplyMaterialKernelSphere
Apply Material Kernel Sphere Async
Apply a 3x3x3 kernel to the materials
Runs asynchronously in a background thread
See: ApplyMaterialKernelSphere, ApplyMaterialKernelSphereAsync and FVoxelSphereToolsImpl::ApplyMaterialKernelSphere
Remove Sphere
Remove a sphere
See: RemoveSphere, RemoveSphereAsync and FVoxelSphereToolsImpl::RemoveSphere
Remove Sphere Async
Remove a sphere
Runs asynchronously in a background thread
See: RemoveSphere, RemoveSphereAsync and FVoxelSphereToolsImpl::RemoveSphere
Remove Sphere with Durability
Removes all the voxels in a sphere, if their single index is contained in Internal (Min <= Index <= Max)
Mainly intended for the cubic mode
See: RemoveSphereWithDurability, RemoveSphereWithDurabilityAsync and FVoxelSphereToolsImpl::RemoveSphereWithDurability
Remove Sphere with Durability Async
Removes all the voxels in a sphere, if their single index is contained in Internal (Min <= Index <= Max)
Mainly intended for the cubic mode
Runs asynchronously in a background thread
See: RemoveSphereWithDurability, RemoveSphereWithDurabilityAsync and FVoxelSphereToolsImpl::RemoveSphereWithDurability
Revert Sphere
Reverts the voxels inside a sphere shape to a previous frame in the undo history.
Can be used to "paint" the undo history
NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
See: RevertSphere, RevertSphereAsync and FVoxelSphereToolsImpl::RevertSphere
Revert Sphere Async
Reverts the voxels inside a sphere shape to a previous frame in the undo history.
Can be used to "paint" the undo history
NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
Runs asynchronously in a background thread
See: RevertSphere, RevertSphereAsync and FVoxelSphereToolsImpl::RevertSphere
Revert Sphere to Generator
Reverts the voxels inside a sphere shape to their generator value
NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
See: RevertSphereToGenerator, RevertSphereToGeneratorAsync and FVoxelSphereToolsImpl::RevertSphereToGenerator
Revert Sphere to Generator Async
Reverts the voxels inside a sphere shape to their generator value
NOTE: Does not work with bMultiThreaded and does not fill ModifiedValues!
Runs asynchronously in a background thread
See: RevertSphereToGenerator, RevertSphereToGeneratorAsync and FVoxelSphereToolsImpl::RevertSphereToGenerator
Set Material Sphere
Paint material in a sphere shape
See: SetMaterialSphere, SetMaterialSphereAsync and FVoxelSphereToolsImpl::SetMaterialSphere
Set Material Sphere Async
Paint material in a sphere shape
Runs asynchronously in a background thread
See: SetMaterialSphere, SetMaterialSphereAsync and FVoxelSphereToolsImpl::SetMaterialSphere
Set Value Sphere
Set the density in a sphere
See: SetValueSphere, SetValueSphereAsync and FVoxelSphereToolsImpl::SetValueSphere
Set Value Sphere Async
Set the density in a sphere
Runs asynchronously in a background thread
See: SetValueSphere, SetValueSphereAsync and FVoxelSphereToolsImpl::SetValueSphere
Smooth Material Sphere
Smooth materials in a sphere
See: SmoothMaterialSphere, SmoothMaterialSphereAsync and FVoxelSphereToolsImpl::SmoothMaterialSphere
Smooth Material Sphere Async
Smooth materials in a sphere
Runs asynchronously in a background thread
See: SmoothMaterialSphere, SmoothMaterialSphereAsync and FVoxelSphereToolsImpl::SmoothMaterialSphere
Smooth Sphere
Smooth a sphere
See: SmoothSphere, SmoothSphereAsync and FVoxelSphereToolsImpl::SmoothSphere
Smooth Sphere Async
Smooth a sphere
Runs asynchronously in a background thread
See: SmoothSphere, SmoothSphereAsync and FVoxelSphereToolsImpl::SmoothSphere
Trim Sphere
Trim tool: used to quickly flatten large portions of the world
Best results are obtained when Position and Normal are averages: use FindProjectionVoxels to do some linetraces, and then GetAveragePosition/Normal on the result
This ensures the tool usage is relatively smooth.
Works by stamping a shape into the world (if bAdditive = false, the stamp is destructive: voxels are removed instead)
The shape is the smooth union of a sphere SDF and a plane SDF. The smoothness of the union is controlled by the Falloff parameter.
See: TrimSphere, TrimSphereAsync and FVoxelSphereToolsImpl::TrimSphere
Trim Sphere Async
Trim tool: used to quickly flatten large portions of the world
Best results are obtained when Position and Normal are averages: use FindProjectionVoxels to do some linetraces, and then GetAveragePosition/Normal on the result
This ensures the tool usage is relatively smooth.
Works by stamping a shape into the world (if bAdditive = false, the stamp is destructive: voxels are removed instead)
The shape is the smooth union of a sphere SDF and a plane SDF. The smoothness of the union is controlled by the Falloff parameter.
Runs asynchronously in a background thread
See: TrimSphere, TrimSphereAsync and FVoxelSphereToolsImpl::TrimSphere
Surface Edit Tools
Edit Voxel Materials
Apply paint material to the processed voxels, using the processed strengths
See: ApplyStack, AddToStack
See: EditVoxelMaterials, EditVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::EditVoxelMaterials
Edit Voxel Materials Async
Apply paint material to the processed voxels, using the processed strengths
Runs asynchronously in a background thread
See: ApplyStack, AddToStack
See: EditVoxelMaterials, EditVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::EditVoxelMaterials
Edit Voxel Values
Apply processed voxels strengths to the voxel values
See: ApplyStack, AddToStack
See: EditVoxelValues, EditVoxelValuesAsync and FVoxelSurfaceEditToolsImpl::EditVoxelValues
Edit Voxel Values Async
Apply processed voxels strengths to the voxel values
Runs asynchronously in a background thread
See: ApplyStack, AddToStack
See: EditVoxelValues, EditVoxelValuesAsync and FVoxelSurfaceEditToolsImpl::EditVoxelValues
Propagate Voxel Materials
Propagate the materials of the voxels, so that the new surface is painted correctly
Must be called BEFORE EditVoxelValues!
See: ApplyStack, AddToStack
See: PropagateVoxelMaterials, PropagateVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::PropagateVoxelMaterials
Propagate Voxel Materials Async
Propagate the materials of the voxels, so that the new surface is painted correctly
Must be called BEFORE EditVoxelValues!
Runs asynchronously in a background thread
See: ApplyStack, AddToStack
See: PropagateVoxelMaterials, PropagateVoxelMaterialsAsync and FVoxelSurfaceEditToolsImpl::PropagateVoxelMaterials
Surface Tools
Add to Stack
Add to Stack
Apply Constant Strength
Apply a constant strength to the surface voxels
Apply Falloff
Apply a falloff to surface voxels, based on their distance from a point.
Apply Flatten
Make surface voxels go towards a plane
Important: if bExactDistanceField = true, this node should be called last! Modifying strengths after it will result
in glitchy behavior
Apply Stack
Apply Stack
Apply Stack Async
Apply Stack Async
Apply Strength Curve
Apply a strength curve to surface voxels, based on their distance from a point:
Strength = Curve.SampleAt(Distance(Voxel.Position, Center) / Radius)
Apply Strength Mask
Apply a strength mask to surface voxels, based on their position projected onto a plane
Apply Terrace
Apply terracing
Debug Surface Voxels
Debug Surface Voxels
Find Surface Voxels
Find voxels that are on the surface. Faster than FindSurfaceVoxelsFromDistanceField, but the values won't be exact distances
Find Surface Voxels 2D
Find voxels that are on the surface. Only keep the one with the surface right above them that are facing up. If 2 surface voxels have the same X Y, will only keep the one with the higher Z
Find Surface Voxels 2DAsync
Find voxels that are on the surface. Only keep the one with the surface right above them that are facing up. If 2 surface voxels have the same X Y, will only keep the one with the higher Z
Find Surface Voxels Async
Find voxels that are on the surface. Faster than FindSurfaceVoxelsFromDistanceField, but the values won't be exact distances
Find Surface Voxels from Distance Field
Find voxels that are on the surface using an exact computation of the distance field using the GPU
Get Bounds
Get Bounds
Get Strength Mask Scale
Compute the scale for ApplyStrengthMask from a wanted size
Tick Data
Deproject
Deproject
Get Axis
Get Axis
Get Ray Direction
Get Ray Direction
Get Ray Origin
Get Ray Origin
Is Alternative Mode
Is Alternative Mode
Is Key Down
Is Key Down
Base
Get Modified Voxel Materials Bounds
Get Modified Voxel Materials Bounds
Get Modified Voxel Values Bounds
Get Modified Voxel Values Bounds
Nodes
Apply
Apply
Disable Tool
Call this to delete any tool preview actors
Enable Tool
Call this to do some initial setup
Will be called in the first tool tick if you don't
Get Tool Name
Get Tool Name
Get Voxel World
Get Voxel World
AdvancedTick
K2 Advanced Tick
SimpleTick
Tick the tool
Make Tool Axes
Make Tool Axes
Make Tool Keys
Make Tool Keys
Make Voxel Tool
Make Voxel Tool
Make Voxel Tool Tick Data
Make Voxel Tool Tick Data
Create Default Tools
If bLoadBlueprints is true, all the blueprints inheriting from VoxelTool will be force loaded
If false, tools whose blueprints are not loaded won't show up
Get Active Tool
Get Active Tool
Get Tools
Get Tools
Get Shared Config
K2 Get Shared Config
Set Active Tool
Set Active Tool
Set Active Tool by Class
Set Active Tool by Class
Set Active Tool by Name
Set Active Tool by Name
Utilities
Add Neighbors to Set
Add Neighbors to Set
Get Render Bounds Overlapping Data Bounds
eg if you want to cache all the data that's going to be used by render chunks when updating the world
Make Int Box from Global Position and Radius
Make IntBox from global position and radius
Math
Int Vector
IntVector + IntVector
Add Int Vector Int Vector
IntVector / int
Divide Int Vector Int
Get Max
Get Max Intvector
Get Min
Get Min Intvector
int * IntVector
Multiply Int Int Vector
IntVector * int
Multiply Int Vector Int
IntVector * IntVector
Multiply Int Vector Int Vector
IntVector - IntVector
Substract Int Vector Int Vector
Voxel Int Box
Add Box
Add Box
Add Point
Add Point
Apply Transform
Apply Transform
Break Int Box
Breaks an Int Box
Break Int Box with Validity
Break Int Box with Validity
Center
Will move the box so that GetCenter = 0,0,0. Will extend it if its size is odd
Contains
Contains
Equal (VoxelIntBox)
Equal Equal Int Box Int Box
Extend
Extend
Extend Int Vector
Extend Int Vector
Get Center
Get Center
Get Corners
Get Corners
Get Size
Get Size
Infinite Box
Infinite Box
Intersect
Intersect
Is Int Vector Inside Box
Is Int Vector Inside Box
Is Valid
Is Valid
Is Vector Inside Box
Is Vector Inside Box
Make Box from Local Position and Radius
From -Radius(included) to Radius(excluded)
Make Box from Position and Radius
Make Box from Position and Radius
Make Int Box
Makes an Int Box. Min must be <= to Max
Make Int Box from Points
Make Int Box from Points
Make Int Box with Validity
Make Int Box with Validity
NotEqual (VoxelIntBox)
Not Equal Int Box Int Box
Overlap
Overlap
Remove Translation
Remove Translation
Scale
Scale
Translate Box
Translate Box
Random
Get Halton 1D
Get Halton 1D
Get Halton 2D
Get Halton 2D
Get Halton 3D
Get Halton 3D
Get Unit Vector from Random
Generates a random position on the unit sphere, given some random input between 0 and 1
Make Halton Stream
Make Halton Stream
Reset Halton Stream
Reset Halton Stream
Render
Apply LOD Settings
Call this after changing the voxel world LODs setting while created
Apply New Materials
Call this after changing a voxel world VoxelMaterial/MaterialCollection to apply it
Get Task Count
Number of processing tasks not finished
Is Voxel World Foliage Loading
Returns true if there are still foliage tasks queued
Is Voxel World Mesh Loading
Returns true if there are still mesh tasks queued
Recreate
Call this to recreate the voxel world entirely, optionally keeping data intact by saving it
Recreate Render
Call this to recreate the voxel world rendering entirely, keeping data intact
Recreate Spawners
Call this to recreate the voxel world spawners
Update All
Update all the chunks
Update Bounds
Update the chunks overlapping Bounds.
Update Position
Update the chunks overlapping Position
Materials
Apply Paint Material
Apply a Paint Material to a Voxel Material
Create RGB Paint Material
Create from color
Create Five Way Blend Paint Material
Create paint material for 5 way blend
Create Multi Index Paint Material
Create for multi index
Create Multi Index Raw Paint Material
Create for multi index, setting the data directly
Create Multi Index Wetness Paint Material
Create for multi index wetness
Create Single Index Paint Material
Create for single index
Create UV Paint Material
Create UV paint
Get Color
Get Color
Get Multi Index
If SortByStrength is true, Index 0 will have the highest strength, Index 1 the second highest etc
Get Raw Material
Get Raw Material
Get Single Index
Get Single Index
Get UV
Get UV
Make Color Material
Make Color Material
Make Material Mask
Make Material Mask
Make Raw Material
Make Raw Material
Make Single Index Material
Make Single Index Material
Collisions
Are Collisions Enabled
Returns whether voxel collisions are enabled at Position
Are Voxel Collisions Frozen
Are Voxel Collisions Frozen
Set Voxel Collisions Frozen
Set Voxel Collisions Frozen
Proc Gen
Bind Voxel Chunk Events
Bind Voxel Chunk Events
Bind Voxel Generation Event
Bind Voxel Generation Event
Data
Cache
Cache Materials
Cache the materials in the bounds
Cache Materials Async
Cache the materials in the bounds
Cache Values
Cache the values in the bounds
Cache Values Async
Cache the values in the bounds
Clear Cached Materials
Clear Cached Materials
Clear Cached Materials Async
Clear Cached Materials Async
Clear Cached Values
Clear Cached Values
Clear Cached Values Async
Clear Cached Values Async
Save
Compress Voxel Save
Compress Voxel Save
Decompress Voxel Save
Decompress Voxel Save
Nodes
Clear All Data
Clear all the data in the world, including items/assets
Clear Dirty Data
Clear all the edited data in the world, excluding items/assets
Clear Material Data
Clear all the material data in the world
Clear Value Data
Clear all the value data in the world
Get Bounds
Bounds of this world
Get Float Output
Get a custom float output value
Get Int Output
Get a custom int32 output value
Get Normal
Get the normal at Position using the density gradient. May differ from the mesh normal
Has Material Data
Has Material Data
Has Value Data
Has Value Data
Scale Data
Scale the voxel world data. Will recreate the voxel world!
Check for Single Materials
Check for Single Materials
Check for Single Materials Async
Check for Single Materials Async
Check for Single Values
Check for Single Values
Check for Single Values Async
Check for Single Values Async
Check if Same as Generator
Will undirty the chunks identical to the generator
Check if Same as Generator Async
Will undirty the chunks identical to the generator
Compress Into Heightmap
If the voxel generator is a heightmap or if an heightmap asset is provided,
will update the heightmap to the max Z surface in the voxel world
Will not edit the data: RoundToGenerator should be called after for best results
Round to Generator
Will revert the values who don't have a voxel neighbor with a different sign from the generator value
Will ignore items when computing generator values
Round to Generator Async
Will revert the values who don't have a voxel neighbor with a different sign from the generator value
Will ignore items when computing generator values
Set Box as Dirty
Set Box as Dirty
Set Box as Dirty Async
Set Box as Dirty Async
Undo Redo
Clear Frames
Clear all the frames. bEnableUndoRedo must be true
Get History Position
Get the current history position
Redo
Redo last undone frame. bEnableUndoRedo must be true, and SaveFrame must have been called after any edits
Save Frame
Save the edits since the last call to SaveFrame/Undo/Redo and clear the redo stack. bEnableUndoRedo must be true
Undo
Undo last frame. bEnableUndoRedo must be true, and SaveFrame must have been called after any edits
Texture Pool
Compact Voxel Texture Pool
Will compact the texture pool used by the greedy mesher, reducing fragmentation & memory usage
See: stat VoxelTexturePool
Voxel Texture
Create or Update Texture from Voxel Color Texture
Will create Texture if null, and set it
Returns Texture for convenience
Texture will have the following config:
Pixel format: PF_B8G8R8A8
Compression settings: TC_VectorDisplacementmap
SRGB: false
Filter: TF_Bilinear
Create or Update Texture from Voxel Float Texture
Will create Texture if null, and set it
Returns Texture for convenience
Texture will have the following config:
Pixel format: PF_R32_FLOAT
Compression settings: TC_HDR
SRGB: false
Filter: TF_Bilinear
Create Texture from Voxel Color Texture
Same as CreateOrUpdateTextureFromVoxelFloatTexture with nullptr in input
Texture will have the following config:
Pixel format: PF_B8G8R8A8
Compression settings: TC_VectorDisplacementmap
SRGB: false
Filter: TF_Bilinear
Create Texture from Voxel Float Texture
Same as CreateOrUpdateTextureFromVoxelFloatTexture with nullptr in input
Texture will have the following config:
Pixel format: PF_R32_FLOAT
Compression settings: TC_HDR
SRGB: false
Filter: TF_Bilinear
Create Voxel Color Texture from Voxel Float Texture
Creates a voxel color texture by putting a float texture into a specific channel
Create Voxel Float Texture from Texture Channel
Creates a voxel float texture from the color channel of a texture
Get Voxel Color Texture Size
Get Voxel Color Texture Size
Get Voxel Float Texture Size
Get Voxel Float Texture Size
Is Voxel Color Texture Valid
Is Voxel Color Texture Valid
Is Voxel Float Texture Valid
Is Voxel Float Texture Valid
Maximum
Apply the photoshop Maximum filter
Set each pixel to the max value in a radius Radius
Minimum
Apply the photoshop Minimum filter
Set each pixel to the min value in a radius Radius
Tool Rendering
Create Tool Rendering
Create Tool Rendering
Destroy Tool Rendering
Destroy Tool Rendering
Is Valid Ref
Is Valid Ref
Set Tool Rendering Bounds
Bounds: In world space
Set Tool Rendering Enabled
Set Tool Rendering Enabled
Set Tool Rendering Material
Set Tool Rendering Material
Helpers
Get All Voxel Worlds Containing Position
Iterate all voxel worlds in the scene, and return all the ones that contains Position
Get All Voxel Worlds Overlapping Actor
Iterate all voxel worlds in the scene, and return all the ones that overlaps the actor bounding box
Get All Voxel Worlds Overlapping Box
Iterate all voxel worlds in the scene, and return all the ones that overlaps Box
Get Voxel World Containing Position
Iterate all voxel worlds in the scene, and return the first one that contains Position
Get Voxel World Overlapping Actor
Iterate all voxel worlds in the scene, and return the first one that overlaps the actor bounding box
Get Voxel World Overlapping Box
Iterate all voxel worlds in the scene, and return the first one that overlaps Box
Transform Global Box to Voxel Box
Transform a box in global space to voxel space
Transform Voxel Box to Global Box
Transform a box in voxel space to global space
Memory
Get Estimated Collisions Memory Usage in MB
Returns the memory used by positions and indices buffers in this voxel world
Should give a rough estimate of how much memory is used for physics
Get Memory Usage in MB
Get the current memory usage of different parts of the plugin
Get Peak Memory Usage in MB
Get the peak memory usage of different parts of the plugin
Log Memory Stats
Log Memory Stats
Get Data Memory Usage in MB
Get Data Memory Usage in MB
Threads
Get Number Of Voxel Threads
Get Number Of Voxel Threads
Set Number Of Voxel Threads
Number of threads allocated for the voxel background processing. Setting it too high may impact performance
The threads are shared across all voxel worlds
Can be set using voxel.threading.NumThreads
Voxel Interval
Contains
Interval Contains Float
Contains
Interval Contains Int 32
Spawners
Mark Spawners Dirty
Mark spawners as dirty so that they don't get trash if they go out of scope
Regenerate Spawners
IVoxelFoliageInterface helpers
// Regenerate spawners in an aera
Coordinates
Recompute Component Positions
Update the voxel component positions
Get Neighboring Positions
Get the 8 neighbors in voxel space of GlobalPosition
World Position to Voxel
Convert position from world space to voxel space
World Bounds to Voxel
K2 Global to Local Bounds
World Position to Voxel Float
K2 Global to Local Float
Voxel Position to World
Convert position from voxel space to world space
Voxel Bounds to World
K2 Local to Global Bounds
Voxel Position to World Float
K2 Local to Global Float
Add Event
Voxel Placeable Item Manager
Event On Clear
On Clear
Event On Generate
On Generate
Voxel
Event Init Chunk
Init Chunk
Nodes
Event Initialize Collection
Initialize Collection
Event AddItemToWorld
K2 Add Item to World
Event AddItemToWorld
K2 Add Item to World
Event Tick
Called first, before DoEdit and UpdateRender
Note: Tick is a BlueprintImplementableEvent. The native Tick will always be called before.
Event UpdateRender
Might not always be called - if you want to compute things for the frame, use Tick
Cooking
Cook Voxel Data
Cook collision meshes and save the result to VoxelCookedData
Can then be loaded using LoadCookedVoxelData
Useful for servers
Cook Voxel Data with Save
Cook collision meshes and save the result to VoxelCookedData
Can then be loaded using LoadCookedVoxelData
Useful for servers
Load Cooked Voxel Data
Loads collision cooked with CookVoxelData
The voxel world must not be created: it won't ever be created, collision meshes will be loaded directly
Note: Only the voxel world collision settings will be applied
Useful for servers
Make Voxel Cooking Settings from Voxel World
Make Voxel Cooking Settings from Voxel World
Data Asset
Get Bounds
Get Bounds
Get Size
Get Size
Voxel Data Item Actor
Schedule Refresh
Schedule Refresh
Debug
Debug Voxels Inside Bounds
Debug Voxels Inside Bounds
Draw Data Octree
Draw Data Octree
Draw Debug Int Box
Draw Debug Int Box
Erosion
Get Sediment Texture
Get Sediment Texture
Get Terrain Height Texture
Get Terrain Height Texture
Get Water Height Texture
Get Water Height Texture
Initialize
Initialize
Is Initialized
Is Initialized
Step
Step
Generators
Is Valid
Is Valid
Create Color Texture from Generator
Creates a color texture by reading a color output from a generator
Create Color Texture from Generator Async
Creates a color texture by reading a color output from a generator, asynchronously
Create Float Texture from Generator
Creates a float texture by reading a float output from a generator
Create Float Texture from Generator Async
Creates a float texture by reading a float output from a generator, asynchronously
Is Valid
Is Valid Generator Picker
Is Valid
Is Valid Transformable Generator Picker
Make Generator Instance
Creates a new generator instance. Consider using VoxelWorld->GetGeneratorCache()->MakeGeneratorInstance instead
Make Generator Picker from Class
See: MakeGeneratorPickerFromObject
Make Generator Picker from Object
See: MakeGeneratorPickerFromClass, MakeTransformableGeneratorPickerFromObject
Make Transformable Generator Instance
Creates a new transformable generator instance. Consider using VoxelWorld->GetGeneratorCache()->MakeTransformableGeneratorInstance instead
Make Transformable Generator Picker from Class
See: MakeTransformableGeneratorPickerFromObject, MakeGeneratorPickerFromClass
Make Transformable Generator Picker from Object
See: MakeTransformableGeneratorPickerFromClass, MakeGeneratorPickerFromObject
Set Generator Parameter
Set a voxel generator parameter
Set Transformable Generator Parameter
Set a voxel generator parameter
Is Valid
Is Valid
Heightmap Asset
Get Height
Get Height
Get Width
Get Width
Voxel Helpers
Create Proc Mesh Plane
Create Proc Mesh Plane
Invoker
Refresh All Voxel Invokers
Refresh All Voxel Invokers
Material Collection
Get Index Material
Get Index Material
Get Material Index
Get the material index from a material or a layer name
Get Materials
Used by paint material customization. Some materials might be null.
Multiplayer
Tcp
Connect to Server
Connect to a TCP server
Start Server
Start a TCP server
Nodes
Create Multiplayer Interface Instance
Create Multiplayer Interface Instance
Get Multiplayer Interface Instance
Get Multiplayer Interface Instance
Voxel Placeable Item Manager
Add Data Item
Do not call this directly: call the respective Add Data Item instead!
Draw Debug Line
Draws a line in the world & in the voxel graph preview
Draw Debug Point
Draws a point in the world & in the voxel graph preview
Get Generator Cache
Get Generator Cache
Placeable Items
Add Worms
Add Worms
Test
Read Values
Read Values
Test Values
Test Values
Tool
Transform
Get Tool Direction
Get Tool Direction
Get Tool Normal
Get Tool Normal
Get Tool Position
Get Tool Position
Get Tool Preview Position
Get Tool Preview Position
Render
Set Tool Overlay Bounds
Set Tool Overlay Bounds
Update Tool Mesh
Note: Material will not be updated if the mesh did not change
Nodes
Can Edit
Can Edit
Get Bounds to Cache
Will also debug them
Get Delta Time
Delta time accounting for the skipped frame waiting for updates
Get Last Frame Tick Data
Get Last Frame Tick Data
Get Mouse Movement Size
Get Mouse Movement Size
Get Tick Data
Get Tick Data
Get Value After Axis Input
Get Value After Axis Input
Last Frame Can Edit
Last Frame Can Edit
Voxel Tool Library
Update Sphere Overlay Material
Update Sphere Overlay Material
General
Create World
Create World
Destroy World
Destroy World
Get Generator Cache
The generator cache allows to reuse generator objects
This is required for DataItemActors to allow for smaller update when moving them
Get Generator Init
Used to init generators
Is Created
Is this world created?
Is Loaded
Has the VoxelRenderer finished loading?
Set Generator Class
Set Generator Class
Set Generator Object
Set Generator Object
Collision
Set Collision Response to Channel
Can be called at runtime
World Size
Set Render Octree Chunk Size
Set Render Octree Chunk Size
Set Render Octree Depth
Set Render Octree Depth
Set World Size
Set World Size
Nodes
Is Voxel Plugin Pro
Is Voxel Plugin Pro
Number Of Cores
Returns the number of cores the CPU has. Ignores hyperthreading unless -usehyperthreading is passed as a command line argument.
Raise Error
Raise Error
Raise Info
Raise Info
Raise Warning
Raise Warning
Make Generator Instance
Creates (or reuse if possible) a new generator instance
Among other things, this is required for DataItemActors to reuse generators, which allows for smaller update when moving them
Make Transformable Generator Instance
Creates (or reuse if possible) a new generator instance
Among other things, this is required for DataItemActors to reuse generators, which allows for smaller update when moving them
Apply Voxel Size
Apply Voxel Size
Set Scene
Set Scene
Apply Voxel Physics
Apply voxel physics in a section of the voxel world by removing floating parts
Make Voxel Line Trace Parameters
Make voxel line trace parameters
Last updated