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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