Phriction Documentation Mutable Mutable for Unreal Engine User Documentation Node Reference Group Projector Parameter History Version 5 vs 24
Version 5 vs 24
Version 5 vs 24
Content Changes
Content Changes
{F105180, size=full}
---
==Function==
**TODO:** What this node does.
---
==Use Cases==
**TODO:** The most common things that you are trying to accomplish when using this node as part of a customizable object. If there's one, link to tutorial or how to that uses it.
---
==Parameters==
{F105182, size=full, layout=left, float}
**Copy **(button)**:** Utility for copying the current transform seen in the Preview Instance Viewport. Useful for applying the same transform to different projectors or to manually save a copy of the current transform before trying some new location.
**Paste **(button)**:** Utility for pasting the output of a projector copy button. It allows to set this projector transform the same as the one copied from.
**Material Channel Name to Connect:** The name of the texture channel parameter that is modified in the materials of the group that have such channel created. That channel must be [[/w/mutable/unreal-engine-4/user-documentation/create-projected-tattos-stickers/multilayer-projection/#rmpspmcn|completely black, fully transparent and blended to the material]].
**Masked Out Area Material Channel Name:** **TODO**
**Reference Texture:** Texture that will define the configuration of the group projector parameter texture. Is not printed or projected in any way, its only purpose is as source of configuration options. The information that will be used from it is **TODO**.
**Projection Texture Size:** **TODO**
**Option Images **(array)**:** The different textures that will be projected. There has to be at least one in order to project anything. Each option can be used more than once, so there's no need to have duplicate options to project multiple times the same image. Also, multiple different options can be used at the same time.
**Option Name **(array item)**:** Name of this particular projection texture.
**Option Image **(array item)**:** Texture asset that will be projected when this option is chosen.
**Option Poses **(array)**:** **TODO**
**Pose Name **(array item)**:** **TODO**
**Option Pose **(array item)**:** **TODO**
**Data Table Texture Column Name:** **TODO**
**Option Images Data Table:** **TODO**
**Alternate Projection Resolution State Name:** **TODO**
**Alternate Projection Resolution Factor:** **TODO**
**Projector Bone **(dropdown)**:** Utility for setting the gizmo location and rotation to match the chosen bone. Really helpful for cylindrical projectors.
**Parameter Name:** Name of the group projector parameter defined by the node. It has to be unique within all the parameters in this customizable object hierarchy. Used when coding or within blueprints to refer to this parameter.
**Projector Type **(dropdown)**:** Allows choosing between planar, wrapping and cylindrical projectors.
Planar projectors are best on more or less flat surfaces.
Wrapping projectors are intended to use on top of more complex geometry.
Cylindrical projectors are intended to use as wrap around elongated sections of mesh smaller than the projector radius.
**Projecion Angle (degrees):** When a cylindrical projector is chosen, defines the angle around which the texture will be stretched. An angle of 360º means that the texture will wrap around and the ends will touch at the back. This parameter has no effect if other type of projector is chosen.
**Parameter UI Metadata:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this group projector parameter.
---
{F105184, size=full, layout=left, float}
**(red 3D gizmo):** Used to define the projector default transformation: location, rotation and scale.
For planar and wrapping projectors: The red box defines the volume that will be affected by default by the projector. This can change at runtime when the parameter is modified.
For cylindrical projectors: The red cylinder defines the volume that will be affected by the projector. It is further limited by the projection angle. Both can change at runtime when the parameter is modified.
---
==Output Pins==
**Value:** **TODO:** Description of pin, what to use for.
{F105180, size=full}
---
==Function==
Projects one or many textures to all children in the group it's connected to. It modifies only the materials that define a specific material asset texture parameter.
---
==Use Cases==
[[/w/mutable/unreal-engine-4/user-documentation/create-projected-tattos-stickers/multilayer-projection/|Define a projector that can be used on any of a group of switchable items, like a sticker for any shirt that a character could wear.]]
[[/w/mutable/unreal-engine-4/user-documentation/create-projected-tattos-stickers/multilayer-projection/|Define a set of images that the player can choose where to put in an item and how many of each to project, like allowing for multiple stickers different emblems on a clothing piece.]]
---
==Node Properties==
{F105182, size=full, layout=left, float}**Copy **(button)**:** Utility for copying the current transform seen in the Preview Instance Viewport. Useful for applying the same transform to different projectors or to manually save a copy of the current transform before trying some new location.
**Paste **(button)**:** Utility for pasting the output of a projector copy button. It allows to set this projector transform the same as the one copied from.
**Material Channel Name to Connect:** The name of the material asset texture parameter that is modified to print the projectors. It must be defined in the materials of the group that want to receive projectors from this group. That channel must be [[/w/mutable/unreal-engine-4/user-documentation/create-projected-tattos-stickers/multilayer-projection/#rmpspmcn|completely black, fully transparent and blended to the material]].
**Masked Out Area Material Channel Name:** The name of the material asset texture parameter that defines where can projectors be printed. It must be defined in the materials of the group that want to prevent some of their surface to receive projectors. White where they can be placed, black where can't have any impact, and grayscale for partial projector aplication.
**Reference Texture:** Texture that defines the final texture configuration. Is not printed or projected in any way, its only purpose is as source of [[/w/mutable/unreal-engine-4/user-documentation/nodes/group-projector-parameter/#rgpptp|some texture configuration properties]]: LOD Bias, Texture Group, Mip Generation Settings, Max Texture Size, sRGB, Filter, Compression Settings and Dither Mip Map Alpha.
**Projection Texture Size:** Resolution of the final projection texture generated by the node.
**Option Images **(array)**:** The different textures that will be projected. There has to be at least one in order to project anything. Each option can be used more than once, so there's no need to have duplicate options to project multiple times the same image. Also, multiple different options can be used at the same time.
**Option Name **(array item)**:** Name of this particular projection texture.
**Option Image **(array item)**:** Texture asset that is projected when this option is chosen.
**Option Poses **(array)**:** Poses different from the T-Pose that are used while projecting. It's optional, leave empty if it's not used. Defines an integer parameter named after this projector node with "_SelectedPoses" appended, like this: For a Group Projector Node named "ClothesStickers" it defines an integer property named "ClothesStickers_SelectedPoses". That parameter is intended for internal use only, by the game programmers. When this projectors are to be modified in a non T-Pose, this parameter should be set after the property "Option Name" that refers to the Pose Asset that was created from the pose currently in use.
**Pose Name **(array item)**:** Friendly name of the pose. It's used to tell Mutable what pose to use when projecting this node projectors.
**Option Pose **(array item)**:** Pose asset used for projecting when this option is chosen.
**Data Table Texture Column Name:** Name of the column that contains the Texture2D references in the Option Images Data Table node property.
**Option Images Data Table:** Table asset containing texture references to use for projection, that can be shared among different Group Projector nodes. The row names will be used as Option Names for the corresponding texture. If any row name is already defined as option name, the data table texture takes precedence over the option image.
**Alternate Projection Resolution State Name:** Name of the state of this Customizable Object that uses the factor defined at the property "Alternate Projection Resolution Factor" to modify the resolution defined at "Projection Texture Size" . It's optional, can be left empty if this node resulting texture does not need to change between states.
**Alternate Projection Resolution Factor:** Factor by which to multiply the resolution defined at the property "Projection Texture Size" when the instance uses the state defined at "Alternate Projection Resolution State Name".
(WARNING) The intended use of the alternate projection resolution is to better control the detail of the projector in some cases. There are two main use cases: Using a factor greater than one in the state where this projectors are modified, or using a factor lower than one in the playing state.
**Projector Bone **(dropdown)**:** Utility for setting the gizmo location and rotation to match the chosen bone. Really helpful for cylindrical projectors.
**Parameter Name:** Name of the group projector parameter defined by the node. It has to be unique within all the parameters in this customizable object hierarchy. Used when coding or within blueprints to refer to this parameter.
**Projector Type **(dropdown)**:** Allows choosing between planar, wrapping and cylindrical projectors.
Planar projectors are best on more or less flat surfaces.
Wrapping projectors are intended to use on top of more complex geometry.
Cylindrical projectors are intended to use as wrap around elongated sections of mesh smaller than the projector radius.
**Projecion Angle (degrees):** When a cylindrical projector is chosen, defines the angle around which the texture will be stretched. An angle of 360º means that the texture will wrap around and the ends will touch at the back. This parameter has no effect if other type of projector is chosen.
**Parameter UI Metadata:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this group projector parameter.
---
{F105184, size=full, layout=left, float}**(red 3D gizmo):** Used to define the projector default transformation: location, rotation and scale.
For planar and wrapping projectors: The red box defines the volume that will be affected by default by the projector. This can change at runtime when the parameter is modified.
For cylindrical projectors: The red cylinder defines the volume that will be affected by the projector. It is further limited by the projection angle. Both can change at runtime when the parameter is modified.
---
==Output Pins==
**Value:** Group projector to connect to any [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Group Node]] to give projectors to all its children.
---
==Final texture properties taken from the reference texture==
{anchor #rgpptp}
{F107068,size=full}
{F105180, size=full}
---
==Function==
**TODO:** What this node doesProjects one or many textures to all children in the group it's connected to. It modifies only the materials that define a specific material asset texture parameter.
---
==Use Cases==
**TODO:** The most common things that you are trying to accomplish when using this node as part of a customizable object.[[/w/mutable/unreal-engine-4/user-documentation/create-projected-tattos-stickers/multilayer-projection/|Define a projector that can be used on any of a group of switchable items, If there's onelike a sticker for any shirt that a character could wear.]]
[[/w/mutable/unreal-engine-4/user-documentation/create-projected-tattos-stickers/multilayer-projection/|Define a set of images that the player can choose where to put in an item and how many of each to project, link to tutorial or how to that uses it.like allowing for multiple stickers different emblems on a clothing piece.]]
---
==Parameters==
{F105182, size=full, layout=left, float}==Node Properties==
{F105182, size=full, layout=left, float}**Copy **(button)**:** Utility for copying the current transform seen in the Preview Instance Viewport. Useful for applying the same transform to different projectors or to manually save a copy of the current transform before trying some new location.
**Paste **(button)**:** Utility for pasting the output of a projector copy button. It allows to set this projector transform the same as the one copied from.
**Material Channel Name to Connect:** The name of the texture channelmaterial asset texture parameter that is modified to print the projectors. It must be defined in the materials of the group that have such channel createdwant to receive projectors from this group. That channel must be [[/w/mutable/unreal-engine-4/user-documentation/create-projected-tattos-stickers/multilayer-projection/#rmpspmcn|completely black, fully transparent and blended to the material]].
**Masked Out Area Material Channel Name:** **TODO**The name of the material asset texture parameter that defines where can projectors be printed. It must be defined in the materials of the group that want to prevent some of their surface to receive projectors. White where they can be placed, black where can't have any impact, and grayscale for partial projector aplication.
**Reference Texture:** Texture that will defines the configuration of the group projector parameter texturefinal texture configuration. Is not printed or projected in any way, its only purpose is as source of [[/w/mutable/unreal-engine-4/user-documentation/nodes/group-projector-parameter/#rgpptp|some texture configuration properties]]: LOD Bias, Texture Group, Mip Generation Settings, Max Texture Size, sRGB, its only purpose is as source of configuration options.Filter, The informatCompression that will be used from it is **TODO**Settings and Dither Mip Map Alpha.
**Projection Texture Size:** **TODO**Resolution of the final projection texture generated by the node.
**Option Images **(array)**:** The different textures that will be projected. There has to be at least one in order to project anything. Each option can be used more than once, so there's no need to have duplicate options to project multiple times the same image. Also, multiple different options can be used at the same time.
**Option Name **(array item)**:** Name of this particular projection texture.
**Option Image **(array item)**:** Texture asset that will beis projected when this option is chosen.
**Option Poses **(array)**:** **TODO**Poses different from the T-Pose that are used while projecting. It's optional, leave empty if it's not used. Defines an integer parameter named after this projector node with "_SelectedPoses" appended, like this: For a Group Projector Node named "ClothesStickers" it defines an integer property named "ClothesStickers_SelectedPoses". That parameter is intended for internal use only, by the game programmers. When this projectors are to be modified in a non T-Pose, this parameter should be set after the property "Option Name" that refers to the Pose Asset that was created from the pose currently in use.
**Pose Name **(array item)**:** **TODO**Friendly name of the pose. It's used to tell Mutable what pose to use when projecting this node projectors.
**Option Pose **(array item)**:** **TODO**Pose asset used for projecting when this option is chosen.
**Data Table Texture Column Name:** **TODO**Name of the column that contains the Texture2D references in the Option Images Data Table node property.
**Option Images Data Table:** **TODO**Table asset containing texture references to use for projection, that can be shared among different Group Projector nodes. The row names will be used as Option Names for the corresponding texture. If any row name is already defined as option name, the data table texture takes precedence over the option image.
**Alternate Projection Resolution State Name:** **TODO**Name of the state of this Customizable Object that uses the factor defined at the property "Alternate Projection Resolution Factor" to modify the resolution defined at "Projection Texture Size" . It's optional, can be left empty if this node resulting texture does not need to change between states.
**Alternate Projection Resolution Factor:** **TODO**Factor by which to multiply the resolution defined at the property "Projection Texture Size" when the instance uses the state defined at "Alternate Projection Resolution State Name".
(WARNING) The intended use of the alternate projection resolution is to better control the detail of the projector in some cases. There are two main use cases: Using a factor greater than one in the state where this projectors are modified, or using a factor lower than one in the playing state.
**Projector Bone **(dropdown)**:** Utility for setting the gizmo location and rotation to match the chosen bone. Really helpful for cylindrical projectors.
**Parameter Name:** Name of the group projector parameter defined by the node. It has to be unique within all the parameters in this customizable object hierarchy. Used when coding or within blueprints to refer to this parameter.
**Projector Type **(dropdown)**:** Allows choosing between planar, wrapping and cylindrical projectors.
Planar projectors are best on more or less flat surfaces.
Wrapping projectors are intended to use on top of more complex geometry.
Cylindrical projectors are intended to use as wrap around elongated sections of mesh smaller than the projector radius.
**Projecion Angle (degrees):** When a cylindrical projector is chosen, defines the angle around which the texture will be stretched. An angle of 360º means that the texture will wrap around and the ends will touch at the back. This parameter has no effect if other type of projector is chosen.
**Parameter UI Metadata:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this group projector parameter.
---
{F105184, size=full, layout=left, float}
**(red 3D gizmo):** Used to define the projector default transformation: location, rotation and scale.
For planar and wrapping projectors: The red box defines the volume that will be affected by default by the projector. This can change at runtime when the parameter is modified.
For cylindrical projectors: The red cylinder defines the volume that will be affected by the projector. It is further limited by the projection angle. Both can change at runtime when the parameter is modified.
---
==Output Pins==
**Value:** **TODO:** Description of pin, what to use for.Group projector to connect to any [[/w/mutable/unreal-engine-4/user-documentation/nodes/object-group/|Object Group Node]] to give projectors to all its children.
---
==Final texture properties taken from the reference texture==
{anchor #rgpptp}
{F107068,size=full}