Phriction Documentation Mutable Mutable for Unreal Engine User Documentation Node Reference Group Projector Parameter
TODO: What this node does.
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 PropertiesCopy (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 completely black, fully transparent and blended to the material.
Masked Out Area Material Channel Name: TODO
Reference Texture: Texture that will define the final game texture configuration. 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: Metadata associated to this group projector parameter.
(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.
Value: TODO: Description of pin, what to use for.