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Object Group Node
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{F106349, 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. --- ==Node Properties== {F85868, size=full, layout=left, float} **Group Name:** The name of this whole group of children objects. **Group Type **(group type dropdown)**:** Defines the policy that dictates when are the children in this group active: * **Toggle:** Every children will offer the option to be active, allowing any combination of them to be active at any time, including none or all of them. * **All Options:** All the children of this group are active all the time. * **At least one Option:** One children of this group must be active at any time, but only one. * **One or None:** Only one children of this group can be active at the same time, or none. **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== Collection of children Customizable Objects that share a mutual relationship: they either are exclusive from each other, they define materials that will always be modified together, or it just makes sense to attach them together for organizational or UI purposes. --- ==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)**:** Defines the policy that dictates when are the children in this group active: * **Toggle:** Every children will offer the option to be active, allowing any combination of them to be active at any time, including none or all of them. * **All Options:** All the children of this group are active all the time. * **At least one Option:** One children of this group must be active at any time, but only one. * **One or None:** Only one children of this group can be active at the same time, or none. **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==
**TODO:** What this node do
Collection of children Customizable Objects that share a mutual relationship: they either are exclusive from each other, they define materials that will always be modified together, or it just makes sense to attach them together for organizational or UI purpos
es. --- ==Use Cases==
**TODO:** The most common things that you are trying to accomplish when using this node as part of a customizable object.
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",
If
like all
the
re's one
jackets
,
link to tutorial or how to that uses it
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)**:** Defines the policy that dictates when are the children in this group active: * **Toggle:** Every children will offer the option to be active, allowing any combination of them to be active at any time, including none or all of them. * **All Options:** All the children of this group are active all the time. * **At least one Option:** One children of this group must be active at any time, but only one. * **One or None:** Only one children of this group can be active at the same time, or none. **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.
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