Home
Anticto
Search
Configure Global Search
Log In
Transactions
Object Group Node
Change Details
Change Details
Old
New
Diff
{F106349, size=full} --- ==Function== Define one or multiple parameters that are a collection of children Customizable Objects that share a mutual relationship: they either are exclusive from each other, at most one of them can be active, or at least one of them has to be, or any combination of them can be enabled, or they define materials that will always be shown together. --- ==Use Cases== Define multiple children that need one and just one of them active at all times, like noses. Define multiple children that can be combined in any fashion, some, all, none, etc... like freckles, skin marks, wrinkles and other facial skin features. Group all children that use the same clothing "slot", like all the jackets, to one or none can be active at any time. --- ==Node Properties== {F85868, size=full, layout=left, float} **Group Name:** The name of this whole group of children objects. **Group Type **(group type dropdown)**:** The type of parameter that this node defines and the policy that dictates when are the children in this group active: * **Toggle:** Every children offers the option to be active, allowing any combination of them to be active at any time, including none or all of them. This group type defines one toggle parameter for each of the nodes that are in this group: the name of the parameter is the Object Name. * **All Options:** All the children of this group are active all the time. This group type does not define a parameter, all the nodes in the group are considered connected at the same time to what this node is connected to. * **At least one Option:** One children of this group must be active at any time, but only one. This group type defines an enumeration parameter named after the the property Group Name. This enumeration offers one option named after each of the nodes in the group. * **One or None:** Only one children of this group can be active at the same time, or none. This group type defines an enumeration parameter named after the the property Group Name. This enumeration offers one option named after each of the nodes in the group, and additionally a "None" option, that does not activate any of its children. **Parameter UI Metadata:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this group. --- ==Input Pins== **Objects:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/child-object/|Child Object Nodes]] directly connected to this group. Together with any other [[/w/mutable/unreal-engine-4/user-documentation/nodes/base-object/|Base Object Node]] that defines the current Customizable Object as its parent and this node as its group, make all the children that this node handles with the policy chosen at the Group Type property. **Projectors:** Input for one or many [[/w/mutable/unreal-engine-4/user-documentation/nodes/group-projector-parameter/|Group Projector Nodes]] defining projectors that impact all of the children Customizable Objects in this group. --- ==Output Pins== **Group:** The currently active children, as a set that can change at runtime. This can be connected anywhere a [[/w/mutable/unreal-engine-4/user-documentation/nodes/child-object/|Child Object Node]] could connect, it's perfectly fine to nest gropus and children.
{F106349, size=full} --- ==Function== Define one or multiple parameters that are a collection of Customizable Objects that share a mutual relationship: they either are exclusive from each other, at most one of them can be active, or at least one of them has to be, or any combination of them can be enabled, or they define materials that will always be shown together. --- ==Use Cases== Define multiple objects that need one and just one of them active at all times, like noses. Define multiple objects that can be combined in any fashion, some, all, none, etc... like freckles, skin marks, wrinkles and other facial skin features. Group all objects that use the same clothing "slot", like all the jackets, to one or none can be active at any time. --- ==Node Properties== {F85868, size=full, layout=left, float} **Group Name:** The name of this whole group of objects. **Group Type **(group type dropdown)**:** The type of parameter that this node defines and the policy that dictates when are the objects in this group active: * **Toggle:** Every node in the group offers the option to be active, allowing any combination of them to be active at any time, including none or all of them. This group type defines one toggle parameter for each of the nodes that are in this group: the name of the parameter is the Object Name. * **All Options:** All the objects of this group are active all the time. This group type does not define a parameter, all the objects in the group are considered connected at the same time to what this node is connected to. * **At least one Option:** One object of this group must be active at any time, but only one. This group type defines an enumeration parameter named after the the property Group Name. This enumeration offers one option named after each of the objects in the group. * **One or None:** Only one object of this group can be active at the same time, or none. This group type defines an enumeration parameter named after the the property Group Name. This enumeration offers one option named after each of the objects in the group, and additionally a "None" option, that does not activate any of its objects. **Parameter UI Metadata:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this group. --- ==Input Pins== **Objects:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/child-object/|Child Object Nodes]] directly connected to this group. Together with any other [[/w/mutable/unreal-engine-4/user-documentation/nodes/base-object/|Base Object Node]] that defines the current Customizable Object as its parent and this node as its group, make all the objects that this node handles with the policy chosen at the Group Type property. **Projectors:** Input for one or many [[/w/mutable/unreal-engine-4/user-documentation/nodes/group-projector-parameter/|Group Projector Nodes]] defining projectors that impact all of the Customizable Objects in this group. --- ==Output Pins== **Group:** The currently active object or objects, as a set that can change at runtime. This can be connected anywhere a [[/w/mutable/unreal-engine-4/user-documentation/nodes/child-object/|Child Object Node]] could connect, it's perfectly fine to nest groups and objects.
{F106349, size=full} --- ==Function== Define one or multiple parameters that are a collection of
children
Customizable Objects that share a mutual relationship: they either are exclusive from each other, at most one of them can be active, or at least one of them has to be, or any combination of them can be enabled, or they define materials that will always be shown together. --- ==Use Cases== Define multiple
children
objects
that need one and just one of them active at all times, like noses. Define multiple
children
objects
that can be combined in any fashion, some, all, none, etc... like freckles, skin marks, wrinkles and other facial skin features. Group all
children
objects
that use the same clothing "slot", like all the jackets, to one or none can be active at any time. --- ==Node Properties== {F85868, size=full, layout=left, float} **Group Name:** The name of this whole group of
children
objects. **Group Type **(group type dropdown)**:** The type of parameter that this node defines and the policy that dictates when are the
children
objects
in this group active: * **Toggle:** Every
children
node in the group
offers the option to be active, allowing any combination of them to be active at any time, including none or all of them. This group type defines one toggle parameter for each of the nodes that are in this group: the name of the parameter is the Object Name. * **All Options:** All the
children
objects
of this group are active all the time. This group type does not define a parameter, all the
nodes
objects
in the group are considered connected at the same time to what this node is connected to. * **At least one Option:** One
children
object
of this group must be active at any time, but only one. This group type defines an enumeration parameter named after the the property Group Name. This enumeration offers one option named after each of the
node
object
s in the group. * **One or None:** Only one
children
object
of this group can be active at the same time, or none. This group type defines an enumeration parameter named after the the property Group Name. This enumeration offers one option named after each of the
node
object
s in the group, and additionally a "None" option, that does not activate any of its
children
objects
. **Parameter UI Metadata:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/parameter-ui-metadata/|Metadata]] associated to this group. --- ==Input Pins== **Objects:** [[/w/mutable/unreal-engine-4/user-documentation/nodes/child-object/|Child Object Nodes]] directly connected to this group. Together with any other [[/w/mutable/unreal-engine-4/user-documentation/nodes/base-object/|Base Object Node]] that defines the current Customizable Object as its parent and this node as its group, make all the
children
objects
that this node handles with the policy chosen at the Group Type property. **Projectors:** Input for one or many [[/w/mutable/unreal-engine-4/user-documentation/nodes/group-projector-parameter/|Group Projector Nodes]] defining projectors that impact all of the
children
Customizable Objects in this group. --- ==Output Pins== **Group:** The currently active
children
object or objects
, as a set that can change at runtime. This can be connected anywhere a [[/w/mutable/unreal-engine-4/user-documentation/nodes/child-object/|Child Object Node]] could connect, it's perfectly fine to nest
gropu
group
s and
children
objects
.
Continue