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DEV_TheStudio_Plugin/Content/Media/DSLR/BP_VideoSpeed.uasset

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^Z^Z^=<00>/=<1C><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Z^><00>/><1C><><EFBFBD><EFBFBD>@Z S<01><><00><00><><EFBFBD><EFBFBD>(<00><00><00><01>*6^Z^d<00><00>Z^F6Z S<00><00><><EFBFBD><EFBFBD><00><00>8<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><X^Z^d<00><00>d<00><00>Z^F<1D>Z SY<00><00>F<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><08>֟<EFBFBD><D69F><EFBFBD><EFBFBD>H<EFBFBD>nٍ%<25>.<0E><00>Xs<58><73><EFBFBD>r@<40>۶Ÿk-<00>Xs<58><73><EFBFBD>r@<40>۶Ÿk-<2D><00><00><><EFBFBD><EFBFBD><00><00><00><00>"8.<2E><1D><>J<EFBFBD><4A><EFBFBD><17><>/><00>f<EFBFBD>Zi<5A><69>O<EFBFBD>D><3E>h a-<00>f<EFBFBD>Zi<5A><69>O<EFBFBD>D><3E>h a-<2D><00><00><><EFBFBD><EFBFBD><01><00><00><00>d<><64><EFBFBD><EFBFBD><EFBFBD>&F<>(Q<>a<06>d<><64><EFBFBD><EFBFBD><EFBFBD>&F<>(Q<>a<06><>K2NodeBaseMCDelegateSelfPinNameTarget<00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD><EFBFBD><00><00>'<00>c)<29>eC<65> ɍ|#<04><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>hG<68>Ԕ<>i<EFBFBD><69><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>hG<68>Ԕ<>i<EFBFBD><69>TK2NodePinFriendlyDelegatetNameEvent<00><><EFBFBD><EFBFBD>U<00><00><><EFBFBD><EFBFBD><EFBFBD><00> S:5<>W<>E<EFBFBD><45>N<>g<EFBFBD><67>%(<10><00><00>d<00><00><00><00> Tint<00><00>TUObjectToolTipsSlateBrush:TintColorTinting applied to the image.C<00>35((/((((((<10><00><00>_<00><00> Draw As<00><00>IUObjectToolTipsSlateBrush:DrawAsHow to draw the imageC<00>35((/((((((<10><00><00><00><00> Tiling<00><00>WUObjectToolTipsSlateBrush:Tiling$How to tile the image in Image modeC<00>35((/((((((<10><00><00><00><00><00>
Mirroring<00><00><00>UObjectToolTipsSlateBrush:Mirroring<00>How to mirror the image in Image mode. This is normally only used for dynamic image brushes where the source texture
comes from a hardware device such as a web camera.C<00>35((/((((((<10><00><00><00><00><00> Image Size<00><00>ZUObjectToolTipsSlateBrush:ImageSize$Size of the resource in Slate UnitsC<00>35((/((((((<10><00><00><00><00><00> Margin<00><00>]UObjectToolTipsSlateBrush:Margin*The margin to use in Box and Border modesC<00>35((/((((((<10><00><00><00><00><00>
Image<00><00><00>UObjectToolTipsSlateBrush:ResourceObject<00>The image to render for this brush, can be a UTexture or UMaterialInterface or an object implementing
the AtlasedTextureInterface.C<00>35((/((((((<10><00><00><00><00><00>Outline Settings<00><00><00>UObjectToolTipsSlateBrush:OutlineSettingsKHow to draw the outline. Currently only used for RoundedBox type brushes.C<00>35((/((((((<10><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>@<00><00><00>8km<00><00><00><08>@4<><18>VO<56>.5<> <0C>U<EFBFBD> T<>n<EFBFBD>x<EFBFBD>JD<4A><44><EFBFBD><EFBFBD><EFBFBD><EFBFBD>|'T<>n<EFBFBD>x<EFBFBD>JD<4A><44><EFBFBD><EFBFBD><EFBFBD><EFBFBD>|'<27><00><00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD><EFBFBD><00><00><00> o<><6F>ՆN<D586><4E><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD>B<00><><EFBFBD> <0B><>J<EFBFBD><4A><EFBFBD>_<EFBFBD>TQ<54><00><><EFBFBD> <0B><>J<EFBFBD><4A><EFBFBD>_<EFBFBD>TQ<54><00>Tint<00><><EFBFBD><EFBFBD>:Tint
Slate Color Structure
Tinting applied to the image.<01><00><00><><EFBFBD><EFBFBD><00><00>&.<2E>NH<4E><48>C<>C<EFBFBD><43>>Z<><5A>^<5E>_I<5F><49>Fui;/<2F>^<5E>_I<5F><49>Fui;/<2F>_<00>Draw As<00><><EFBFBD><EFBFBD>8Draw As
ESlateBrushDrawType Enum
How to draw the image7<00><00><><EFBFBD><EFBFBD><00><00><00>qS<><53><EFBFBD>C<EFBFBD>s<EFBFBD>TR<54>;'<00>qS<><53><EFBFBD>C<EFBFBD>s<EFBFBD>TR<54>;'<00>Tiling<00><><EFBFBD><EFBFBD>ETiling
ESlateBrushTileType Enum
How to tile the image in Image mode7<00><00><><EFBFBD><EFBFBD><00><00><00>B-E<>F<EFBFBD>0<EFBFBD>ݤ`<13><00>B-E<>F<EFBFBD>0<EFBFBD>ݤ`ï<00>
Mirroring<00><><EFBFBD><EFBFBD><EFBFBD>Mirroring
ESlateBrushMirrorType Enum
How to mirror the image in Image mode. This is normally only used for dynamic image brushes where the source texture
comes from a hardware device such as a web camera.7<00><00><><EFBFBD><EFBFBD><00><00>Z<1D>Cnt;B<>"<22>\<5C>n=<3D>Z<1D>Cnt;B<>"<22>\<5C>n=<3D><><00> Image Size<00><><EFBFBD><EFBFBD>DImage Size
Vector 2D Structure
Size of the resource in Slate Units<01><00><00><><EFBFBD><EFBFBD><00><00>9<05>t<EFBFBD><74>B<EFBFBD>ݥ<EFBFBD>d<EFBFBD><64>19<05>t<EFBFBD><74>B<EFBFBD>ݥ<EFBFBD>d<EFBFBD><64>1<EFBFBD><00>Margin<00><><EFBFBD><EFBFBD>CMargin
Margin Structure
The margin to use in Box and Border modes<01><00><00><><EFBFBD><EFBFBD><00><00>Q<><51>r<EFBFBD>GA<47>(<28>`<60><>+Q<><51>r<EFBFBD>GA<47>(<28>`<60><>+<2B><00>Image<00><><EFBFBD><EFBFBD><EFBFBD>Image
Object Reference
The image to render for this brush, can be a UTexture or UMaterialInterface or an object implementing
the AtlasedTextureInterface.<01><00><00><><EFBFBD><EFBFBD><00><00>ؠ<>p–D<C296><44>4Q<34>wvfؠ<>p–D<C296><44>4Q<34>wvf<76><00>Outline Settings<00><><EFBFBD><EFBFBD><EFBFBD>Outline Settings
Slate Brush Outline Settings Structure
How to draw the outline. Currently only used for RoundedBox type brushes.<01><00><00><><EFBFBD><EFBFBD><00><00><00><00><00>F<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>`<00><00><00><00><00>^<5E>k<02><>{@<40><>)<29>[<5B>p<EFBFBD><70><00><><EFBFBD>LCݻG<DDBB><47><EFBFBD><04><00>8<00><><EFBFBD>LCݻG<DDBB><47><EFBFBD><04><00>8<EFBFBD><00><00><><EFBFBD><EFBFBD><00><00><00><00>i<><69><1A>@<40>ۉ<EFBFBD>)<29><><EFBFBD><00>a<>I<EFBFBD>$<24><>&<26>0<00>a<>I<EFBFBD>$<24><>&<26>0<EFBFBD><00><00><><EFBFBD><EFBFBD><01><00><00><00><00><>qs,<2C>M<EFBFBD>v<EFBFBD>k<EFBFBD><6B><EFBFBD><00><>qs,<2C>M<EFBFBD>v<EFBFBD>k<EFBFBD><6B><EFBFBD><EFBFBD>K2NodeTargetTarget<00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD><EFBFBD><00><00>(<00>ZSbqeO<65>v,c<>ˇ?<3F>Y\<5C><><EFBFBD>E<EFBFBD>gp<67>ѴW?<3F>Y\<5C><><EFBFBD>E<EFBFBD>gp<67>ѴW<><00><00><><EFBFBD><EFBFBD><00><00><00> 2.0000000.0<00>v<>W<EFBFBD> <L<><4C>"<22>2<EFBFBD><32>v<>W<EFBFBD> <L<><4C>"<22>2<EFBFBD><32><1A><00><00><><EFBFBD><EFBFBD>'<00><00>falsefalse<00><00><00><00>F<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00><00><00><00><00><00><08><>
<1F>Z<EFBFBD>F<EFBFBD>ZE<5A><45><EFBFBD><EFBFBD><EFBFBD>+<2B>ٯ<EFBFBD><D9AF>;H<><48>< <0B><><EFBFBD>+<2B>ٯ<EFBFBD><D9AF>;H<><48>< <0B><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><00><00><00><00><00><>
B<EFBFBD>D M<>bCWW<57><57>Ai<><69><1A>@<40>ۉ<EFBFBD>)<29><><EFBFBD>i<><69><1A>@<40>ۉ<EFBFBD>)<29><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><01><00><00><00><00><><EFBFBD>LCݻG<DDBB><47><EFBFBD><04><00>8A H
4 <09>N<EFBFBD>ͤ<EFBFBD>G<EFBFBD><47><EFBFBD>A H
4 <09>N<EFBFBD>ͤ<EFBFBD>G<EFBFBD><47><EFBFBD><EFBFBD>K2NodeTargetTarget<00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD><EFBFBD><00><00>(<00>ZSbqeO<65>v,c<>ˇ<00>R`"<22>[F<><46><EFBFBD><13><><EFBFBD><EFBFBD><00>R`"<22>[F<><46><EFBFBD><13><><EFBFBD><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><00><00><17><>v<EFBFBD>@M<><4D><EFBFBD>̦u<00><17><>v<EFBFBD>@M<><4D><EFBFBD>̦u<7F><00><00><><EFBFBD><EFBFBD>'<00><00>falsefalse<00><00><00><00>F<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00><00><00><00><00><00>y*<2A>"K&<26>J<EFBFBD><4A><1F> QC<51><00><07><><EFBFBD> VA<56>]\DN#U<><00><07><><EFBFBD> VA<56>]\DN#U<><55><00><00><><EFBFBD><EFBFBD>
Exec<00><00><00><00>#_<08><>K<EFBFBD>&I<><49>5<>
<00><1A><10>[D<>=<3D><><EFBFBD>~1<00><1A><10>[D<>=<3D><><EFBFBD>~1<><00><00><><EFBFBD><EFBFBD>
Exec<01><00><00><00>!t<><74><EFBFBD><EFBFBD><EFBFBD>"M<><4D>'<27>2%+<2B><00><>֔:3jB<6A> f<14>տ<00><>֔:3jB<6A> f<14>տ<EFBFBD>K2NodeTargetTarget<00><><EFBFBD><EFBFBD>)Target
Gameplay Statics Object Reference<00><00><00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><00><00><><08><><EFBFBD><EFBFBD>@<40><><EFBFBD>`7<><37><EFBFBD><00><><08><><EFBFBD><EFBFBD>@<40><><EFBFBD>`7<><37><EFBFBD><00><00><><EFBFBD><EFBFBD>&World Context Object
Object Reference<00><00><00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD>2<EFBFBD><32>bI<62><49>XLW<00><><EFBFBD>2<EFBFBD><32>bI<62><49>XLW<00><00><00><><EFBFBD><EFBFBD>HTag
Name
Tag to find. Must be specified or result array will be empty.<00><00><00>plateNone<00>f<> <0C><>4F<34>3<EFBFBD><33>A˸f<> <0C><>4F<34>3<EFBFBD><33>A˸<1C><00><00><><EFBFBD><EFBFBD>ZOut Actors
Array of Actor Object References
Output array of Actors of the specified tag.<01><00><00><><EFBFBD><EFBFBD><00><00>%<>E<EFBFBD>A<EFBFBD>*<2A>J<EFBFBD>]6(<10><00><00>F<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00><00>P<00><00><00><08>-<2D><>-+O<>qO<71>L<EFBFBD>|<7C>T<>Oa<>L<EFBFBD><4C><EFBFBD><7F><EFBFBD>&<26>T<>Oa<>L<EFBFBD><4C><EFBFBD><7F><EFBFBD>&<26><>K2NodeTargetTarget<00><><EFBFBD><EFBFBD>,Target
Primitive Component Object Reference<00><00><00><><EFBFBD><EFBFBD><00><00>)<00>5<EFBFBD><35>;<3B><>A<EFBFBD><41><EFBFBD>Y;m <00>Ʊ<EFBFBD>D<1E>L<EFBFBD><4C>7<EFBFBD><37><EFBFBD><EFBFBD><00>Ʊ<EFBFBD>D<1E>L<EFBFBD><4C>7<EFBFBD><37><EFBFBD><EFBFBD>h<00><00><><EFBFBD><EFBFBD>>Element Index
Integer
The element to access the material of.<00><00><00>00<00><00><><EFBFBD>Ȑ&CA<43>6:X<>iH<69><00><><EFBFBD>Ȑ&CA<43>6:X<>iH<69><48><00><00><><EFBFBD><EFBFBD>iReturn Value
Material Interface Object Reference
the material used by the indexed element of this mesh.<01><00><00><><EFBFBD><EFBFBD><00><00>+<00>]<5D><><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD><43>%fiB<69><42>(<10><00><00>F<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>N<00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>P<00><00><00><08>s<EFBFBD><73><EFBFBD><EFBFBD>-A<>m4]hb<68>GrE}I<>,<2C>+<2B><1C> GrE}I<>,<2C>+<2B><1C> <0A>K2NodeTargetTarget<00><><EFBFBD><EFBFBD>;Target
MVVMSlate Brush Conversion Library Object Reference<00><00><00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><00>+<2B>tJ<74>T<EFBFBD>M<EFBFBD>oy<6F><04><>+<2B>tJ<74>T<EFBFBD>M<EFBFBD>oy<6F><04><>3<00><00><><EFBFBD><EFBFBD>QBrush
Slate Brush Structure
Brush with a material we want to set a parameter on<00><00><00><><EFBFBD><EFBFBD><00><00>қJJ<4A><4A><EFBFBD>D<EFBFBD><44>hnɑ<6E><C991>қJJ<4A><4A><EFBFBD>D<EFBFBD><44>hnɑ<6E><C991><EFBFBD><00><00><><EFBFBD><EFBFBD>KMaterial
Material Interface Object Reference
Material to set on the brush<00><00><00><><EFBFBD><EFBFBD><00><00>*<00>l<EFBFBD><6C><EFBFBD><17>H<EFBFBD><48>tg|l(<17>"<22><>H<EFBFBD><48>Ý\<5C><><EFBFBD>(<17>"<22><>H<EFBFBD><48>Ý\<5C><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>7Parameter Name
Name
Name of material parameter to set<00><00><00>NoneNone<00><00><><EFBFBD><EFBFBD>1]*D<>'<27>)r<12><><00><><EFBFBD><EFBFBD>1]*D<>'<27>)r<12><>
<00><00><><EFBFBD><EFBFBD>CValue
2025-10-02 15:47:54 +03:00
Float (single-precision)
2025-10-02 16:47:55 +03:00
Value to set material parameter to<00><00><00>0.00.0<00><00> o<><6F>ՆN<D586><4E><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD>B<00> o<><6F>ՆN<D586><4E><EFBFBD><EFBFBD><EFBFBD>v<EFBFBD>B<EFBFBD><00><00><><EFBFBD><EFBFBD>#Return Value
Slate Brush Structure<01><00><00><><EFBFBD><EFBFBD><00><00>T<>n<EFBFBD>x<EFBFBD>JD<4A><44><EFBFBD><EFBFBD><EFBFBD><EFBFBD>|'<00><00><00>F<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>`<00><00><00>8kljqn8o<00><00><00>G<>ڒ<EFBFBD>N<EFBFBD>Z<EFBFBD><5A><EFBFBD><EFBFBD>e<EFBFBD><65>
<00>9Y<39><1F><>M<EFBFBD>$*y׃<0F><00>9Y<39><1F><>M<EFBFBD>$*y׃<0F><><00><00><><EFBFBD><EFBFBD>
Exec<00><00><00><00>&<00>\<5C><><<3C><>D<EFBFBD>i<EFBFBD>6<EFBFBD><36><EFBFBD><00>1<EFBFBD><31><EFBFBD><EFBFBD>,F<><46>>l~<7E>p<EFBFBD><00>1<EFBFBD><31><EFBFBD><EFBFBD>,F<><46>>l~<7E>p<EFBFBD><70><00><00><><EFBFBD><EFBFBD>
Exec<01><00><00><00><00>6<EFBFBD>P<EFBFBD><50><EFBFBD>@<40><>e<EFBFBD>p<EFBFBD><70>&<00>6<EFBFBD>P<EFBFBD><50><EFBFBD>@<40><>e<EFBFBD>p<EFBFBD><70>&<26>K2NodeTargetTarget<00><><EFBFBD><EFBFBD>.Target
Kismet System Library Object Reference<00><00><00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><00><00><>N<EFBFBD>7<EFBFBD>?J<>U<EFBFBD><55>e<EFBFBD><65><EFBFBD><00><>N<EFBFBD>7<EFBFBD>?J<>U<EFBFBD><55>e<EFBFBD><65><EFBFBD><00><00><><EFBFBD><EFBFBD>&World Context Object
Object Reference<00><00><00><><EFBFBD><EFBFBD><00><00>x<>M(<>C<EFBFBD><43><EFBFBD><12>ލpx<>M(<>C<EFBFBD><43><EFBFBD><12>ލp<DE8D><00><00><><EFBFBD><EFBFBD>(In String
String
The string to log out<00><00><00>HelloHello<00>&<00>`<60><><EFBFBD>O3O<33><4F> <16>a<EFBFBD>?X<><58><EFBFBD>]<5D><>E<EFBFBD><01><17>ѷ5X<><58><EFBFBD>]<5D><>E<EFBFBD><01><17>ѷ5.<00><00><><EFBFBD><EFBFBD>JPrint to Screen
2025-10-02 15:47:54 +03:00
Boolean
2025-10-02 16:47:55 +03:00
Whether or not to print the output to the screen'<00><00>truetrue<00>_<06><>ғiO<69><4F><EFBFBD>u<EFBFBD>\<5C>B_<06><>ғiO<69><4F><EFBFBD>u<EFBFBD>\<5C>B-<00><00><><EFBFBD><EFBFBD>DPrint to Log
2025-10-02 15:47:54 +03:00
Boolean
2025-10-02 16:47:55 +03:00
Whether or not to print the output to the log'<00><00>truetrue<00><00>&{|m<>M<EFBFBD>m^B<><42><EFBFBD><EFBFBD><00>&{|m<>M<EFBFBD>m^B<><42><EFBFBD><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>DText Color
Linear Color Structure
The color of the text to display<00><00><00><><EFBFBD><EFBFBD><00>.(R=0.000000,G=0.660000,B=1.000000,A=1.000000).(R=0.000000,G=0.660000,B=1.000000,A=1.000000)<00><00><><EFBFBD>њ-wE<77>ƀ<EFBFBD>b<EFBFBD>:/<00><><EFBFBD>њ-wE<77>ƀ<EFBFBD>b<EFBFBD>:/`<00><00><><EFBFBD><EFBFBD><EFBFBD>Duration
Float (single-precision)
The display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config.<00><00><00> 2.000000 2.000000<00>]y<>UhڙJ<DA99><4A><EFBFBD><EFBFBD>gie<69>]y<>UhڙJ<DA99><4A><EFBFBD><EFBFBD>gieޝ<00><00><><EFBFBD><EFBFBD>vKey
Name
If a non-empty key is provided, the message will replace any existing on-screen messages with the same key.<00><00><00>NoneNone<00>X<00><00>V<00><00><><EFBFBD><EFBFBD>J<00>g!}<00><00>F<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00>(P<00>&<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00>$<24><><<3C>L<EFBFBD>H<7F><48><0F>w<EFBFBD><00>%J<01>TG<54>8^<5E><>&<26><00>%J<01>TG<54>8^<5E><>&<26><><00><00><><EFBFBD><EFBFBD>U<00>/&<00><00><>
B<EFBFBD>D M<>bCWW<57><57>A<00><>
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<00><00><00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00><00><00><08>~<7E><02><><EFBFBD>B<EFBFBD>q<EFBFBD><71><EFBFBD>Ȭ<EFBFBD><C8AC>!t<><74><EFBFBD><EFBFBD><EFBFBD>"M<><4D>'<27>2%+<2B>!t<><74><EFBFBD><EFBFBD><EFBFBD>"M<><4D>'<27>2%+<2B><><00><00><><EFBFBD><EFBFBD><00><00><00><00><00><1A><10>[D<>=<3D><><EFBFBD>~1!;^Q<><51>=<3D>J<EFBFBD>(zEf<>!;^Q<><51>=<3D>J<EFBFBD>(zEf<><0F><00><00><><EFBFBD><EFBFBD><01><00><00><00>+4<>_1e<31><65>E<EFBFBD><45>]<5D><>ݕ<EFBFBD>!><3E><06><>RO<52><4F>><3E><><EFBFBD><EFBFBD>!><3E><06><>RO<52><4F>><3E><><EFBFBD><EFBFBD>A<00><00><><EFBFBD><EFBFBD><01><00><00><00>!<00><1B><>六L<E585AD><0E>*4<>!<00><1B><>六L<E585AD><0E>*4<><34><00><00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD><EFBFBD><00><00>%<00>ܦ]B<>mH<6D><48><EFBFBD>E<EFBFBD>Z$<24>! 6<>E!gB<>ǰ><3E>E}"! 6<>E!gB<>ǰ><3E>E}"<00><00><><EFBFBD><EFBFBD><01><00><00><><EFBFBD><EFBFBD><00><00>)<00>r<EFBFBD>Q<EFBFBD><51>A<>6V<36>{<7B><>I!<00><><EFBFBD><EFBFBD>#=gE<67><45>/<2F><><EFBFBD><EFBFBD><EFBFBD>!<00><><EFBFBD><EFBFBD>#=gE<67><45>/<2F><><EFBFBD><EFBFBD><EFBFBD>6<00><00><><EFBFBD><EFBFBD>'<00><00><00>}<00><00>F<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00>*((<10><00><00><08><12><>+<2B><>E<EFBFBD>қƿ<D29B><C6BF><1E>"ڣ<>#<23><><EFBFBD>K<EFBFBD><4B>X<EFBFBD><58>R<EFBFBD><52>"ڣ<>#<23><><EFBFBD>K<EFBFBD><4B>X<EFBFBD><58>R<EFBFBD><52><EFBFBD><00><00><><EFBFBD><EFBFBD>U<00><00><><EFBFBD><EFBFBD><EFBFBD><00>"8.<2E><1D><>J<EFBFBD><4A><EFBFBD><17><>/>"8.<2E><1D><>J<EFBFBD><4A><EFBFBD><17><>/><3E><00><00><><EFBFBD><EFBFBD><01><00><00><00><00>Xs<58><73><EFBFBD>r@<40>۶Ÿk-" @<40>pb<70>O<EFBFBD> V!;<3B><>" @<40>pb<70>O<EFBFBD> V!;<3B><><19><00><00><><EFBFBD><EFBFBD>Is Design Time
Boolean'<00><00>falsefalse<00>}<00><00>F<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>L<00>*(<10><00><00>(<10><00><00><08><><EFBFBD>#<23><>A<>N<EFBFBD>daĿE<C4BF>#|<7C>W<EFBFBD><57>͝B<CD9D><0E>f+<05>q#|<7C>W<EFBFBD><57>͝B<CD9D><0E>f+<05>q<EFBFBD><00><00><><EFBFBD><EFBFBD>U<00><00><><EFBFBD><EFBFBD>L<00>#_<08><>K<EFBFBD>&I<><49>5<>
#_<08><>K<EFBFBD>&I<><49>5<>
<12><00><00><><EFBFBD><EFBFBD><01><00><00><00><00><07><><EFBFBD> VA<56>]\DN#U<>}<00><00>F<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00>*(<10><00><00>(<10><00><00><1C><0E> 8E<38>ۢRNA(<28>$<19>J<EFBFBD><4A>cO<>5<19><03>$}$<19>J<EFBFBD><4A>cO<>5<19><03>$}<7D><00><00><><EFBFBD><EFBFBD>U<00><00><><EFBFBD><EFBFBD><00>$T ~<7E>'<03>B<EFBFBD><42><EFBFBD>YQh<51>"$T ~<7E>'<03>B<EFBFBD><42><EFBFBD>YQh<51>"<22><00><00><><EFBFBD><EFBFBD><01><00><00><00>&<00>Zw<5A>f<EFBFBD>1O<31><4F>c<>%6o$<00>j<1D>{A<>@<40>+%a<19>$<00>j<1D>{A<>@<40>+%a<19><><00><00><><EFBFBD><EFBFBD>CMy Geometry
2025-10-02 15:47:54 +03:00
Geometry Structure
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The space allotted for this widget<01><00><00><><EFBFBD><EFBFBD><00><00>$<00>w<EFBFBD>#<23>E<EFBFBD>rP<72>7:À$<00>w<EFBFBD>#<23>E<EFBFBD>rP<72>7:À<><00><00><><EFBFBD><EFBFBD>IIn Delta Time
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Float (single-precision)
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Real time passed since last tick<01><00><00>0.00.0<00>2(<00><00>p<00><00>@<00><00><00>#|<7C><><EFBFBD>6<EFBFBD>G<EFBFBD>֟<EFBFBD>/~2<32>%<>E<EFBFBD>A<EFBFBD>*<2A>J<EFBFBD>]6%<>E<EFBFBD>A<EFBFBD>*<2A>J<EFBFBD>]6 <00><00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD><EFBFBD><00><00>f<> <0C><>4F<34>3<EFBFBD><33>A˸%<00><><CE8B>{B<>+81<38>[k<>%<00><><CE8B>{B<>+81<38>[k<>[<00><00><><EFBFBD><EFBFBD><00><00><00>00<00>%<00>ܦ]B<>mH<6D><48><EFBFBD>E<EFBFBD>Z$<24>%<00>ܦ]B<>mH<6D><48><EFBFBD>E<EFBFBD>Z$<24><><00><00><><EFBFBD><EFBFBD><01><00><00><><EFBFBD><EFBFBD><00><00>!<00><1B><>六L<E585AD><0E>*4<><00><00> <00><00><00><00><00><00>e[<5B><07>pkA<6B> <20> <09>,j<>&<00>Zw<5A>f<EFBFBD>1O<31><4F>c<>%6o&<00>Zw<5A>f<EFBFBD>1O<31><4F>c<>%6o<36><00><00><><EFBFBD><EFBFBD>
Exec<00><00><00><00>$T ~<7E>'<03>B<EFBFBD><42><EFBFBD>YQh<51>"&<00>\<5C><><<3C><>D<EFBFBD>i<EFBFBD>6<EFBFBD><36><EFBFBD>&<00>\<5C><><<3C><>D<EFBFBD>i<EFBFBD>6<EFBFBD><36><EFBFBD><02><00><00><><EFBFBD><EFBFBD>
Exec<01><00><00><00><00>9Y<39><1F><>M<EFBFBD>$*y׃<0F>&M<><4D><EFBFBD><0F>XI<58><49><1B>0<>&M<><4D><EFBFBD><0F>XI<58><49><1B>0<><30>K2NodeTargetTarget<00><><EFBFBD><EFBFBD>8Target
Json Blueprint Function Library Object Reference<00><00><00><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><00>&.<2E>NH<4E><48>C<>C<EFBFBD><43>>Z<><5A>&.<2E>NH<4E><48>C<>C<EFBFBD><43>>Z<><5A><EFBFBD><00><00><><EFBFBD><EFBFBD>Struct
Slate Color Structure<00><00><00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD> <0B><>J<EFBFBD><4A><EFBFBD>_<EFBFBD>TQ<54>&<00>`<60><><EFBFBD>O3O<33><4F> <16>a<EFBFBD>?&<00>`<60><><EFBFBD>O3O<33><4F> <16>a<EFBFBD>?<3F><00><00><><EFBFBD><EFBFBD>Out Json String
String<01><00><00><00>x<>M(<>C<EFBFBD><43><EFBFBD><12>ލp&l<>U{M۞H<DB9E>A%<25>s<EFBFBD>&l<>U{M۞H<DB9E>A%<25>s<EFBFBD><01><00>Success<00><><EFBFBD><EFBFBD>'Success
Boolean
Struct to Json String'<00><00>falsefalse<00> <00><00>B<00><00>
4(<10><00><00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><08>HcS8hK<68>S/<)<29><>ι'<00>c)<29>eC<65> ɍ|#<04>'<00>c)<29>eC<65> ɍ|#<04>
<00><00><><EFBFBD><EFBFBD><01><00><00><><EFBFBD><EFBFBD><00><00>d<><64><EFBFBD><EFBFBD><EFBFBD>&F<>(Q<>a<06>'QC+¾<07>H<EFBFBD>6N<36>;<3B><>'QC+¾<07>H<EFBFBD>6N<36>;<3B><><EFBFBD>K2NodeTargetTarget<00><><EFBFBD><EFBFBD><00><00>/<00><00> <00><00><00><00><00><00><00><00><00>"a2g<>M<EFBFBD><4D><EFBFBD><EFBFBD>*0jf4(<10><00><00><00><00><00><00><00><00><08><>J<EFBFBD><4A><1F>O<EFBFBD><1B><>8^ 1<>(<00>ZSbqeO<65>v,c<>ˇ(<00>ZSbqeO<65>v,c<>ˇ<EFBFBD><00><00><><EFBFBD><EFBFBD><01><00><00><><EFBFBD><EFBFBD><00><00><00><>qs,<2C>M<EFBFBD>v<EFBFBD>k<EFBFBD><6B><EFBFBD>A H
4 <09>N<EFBFBD>ͤ<EFBFBD>G<EFBFBD><47><EFBFBD>(k<><6B>)<29><> M<>/ 2,8<><38>(k<><6B>)<29><> M<>/ 2,8<><38><EFBFBD>K2NodeTargetTarget<00><><EFBFBD><EFBFBD><00><00>/<00><00> <00><00>F<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00>8rs<00><00>`<00><00>p<00><00><00>λ<1F>\<5C>SK<53>+JDܐf<DC90><66>)<00>5<EFBFBD><35>;<3B><>A<EFBFBD><41><EFBFBD>Y;m )<00>5<EFBFBD><35>;<3B><>A<EFBFBD><41><EFBFBD>Y;m <1E>UObjectDisplayNamesMediaPlate:StaticMeshComponentStatic Mesh Component<00><><EFBFBD><EFBFBD><01><00><00><><EFBFBD><EFBFBD><00><00>T<>Oa<>L<EFBFBD><4C><EFBFBD><7F><EFBFBD>&<26>)<00>r<EFBFBD>Q<EFBFBD><51>A<>6V<36>{<7B><>I)<00>r<EFBFBD>Q<EFBFBD><51>A<>6V<36>{<7B><>I<EFBFBD>K2NodeTargetTarget<00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD><EFBFBD><00><00>! 6<>E!gB<>ǰ><3E>E}" <00><00><00><00><00><00><00><00><00>d<><64><EFBFBD><EFBFBD>tx@<40><>Y6<59><36><EFBFBD>4(<10><00><00><00><><EFBFBD><EFBFBD><00><00><00><00><00>Ȑ5~<7E>J<EFBFBD>F<EFBFBD> <0A><><EFBFBD><EFBFBD>`<19>*<00>l<EFBFBD><6C><EFBFBD><17>H<EFBFBD><48>tg|l*<00>l<EFBFBD><6C><EFBFBD><17>H<EFBFBD><48>tg|l<><00><00><><EFBFBD><EFBFBD><01><00><00><><EFBFBD><EFBFBD><00><00>қJJ<4A><4A><EFBFBD>D<EFBFBD><44>hnɑ<6E><C991>*<00><>S<EFBFBD><53>M<EFBFBD>C<EFBFBD><0E><>*<00><>S<EFBFBD><53>M<EFBFBD>C<EFBFBD><0E><><EFBFBD>K2NodeTargetTarget<00><><EFBFBD><EFBFBD><00><00>/<00><00> <00><00><00><00><00><00><00><00><00>d<><64><EFBFBD><EFBFBD>tx@<40><>Y6<59><36><EFBFBD>4(<10><00><00><00><00><00><00><00><00><00><08><>Z<EFBFBD>l<EFBFBD>jN<6A><4E>JAUd⟹+4<>_1e<31><65>E<EFBFBD><45>]<5D><>ݕ<EFBFBD>+4<>_1e<31><65>E<EFBFBD><45>]<5D><>ݕ<EFBFBD><DD95><00><00><><EFBFBD><EFBFBD><00><00><00><00>!;^Q<><51>=<3D>J<EFBFBD>(zEf<>+<00>&l<08><>@<40>c_<63><5F><EFBFBD><EFBFBD>I+<00>&l<08><>@<40>c_<63><5F><EFBFBD><EFBFBD>I<EFBFBD><00><00><><EFBFBD><EFBFBD><01><00><00><00>+<00>]<5D><><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD><43>%fiB<69><42>+<00>]<5D><><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD><43>%fiB<69><42><EFBFBD><00><00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD>Ȑ&CA<43>6:X<>iH<69>+<00><>1<EFBFBD><31>}L<>nG<19><><EFBFBD>+<00><>1<EFBFBD><31>}L<>nG<19><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD>LRetrieves the value of the variable, can use instead of a separate Get node<01><00><00><><EFBFBD><EFBFBD><00><00>+<00>*<2A><>`D<>!<21><><EFBFBD>Ћ}+<00>*<2A><>`D<>!<21><><EFBFBD>Ћ}<7D>K2NodeTargetTarget<00><><EFBFBD><EFBFBD><00><00>/<00><00><00>/$true"Rtrue#Rtrue$Rtrue
BUser InterfaceH<00>/**
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* Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
* the setup in the designer and since generally that same setup code is required at runtime, it's called there
* as well.
*
* **WARNING**
* This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
* state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
*
* In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
* PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.
2025-10-02 16:47:55 +03:00
*/<00>Public/Blueprint/UserWidget.h<00>Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
2025-10-02 15:47:54 +03:00
the setup in the designer and since generally that same setup code is required at runtime, it's called there
as well.
**WARNING**
This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
2025-10-02 16:47:55 +03:00
PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.BUser InterfaceH/**
* Called after the underlying slate widget is constructed. Depending on how the slate object is used
* this event may be called multiple times due to adding and removing from the hierarchy.
* If you need a true called-once-when-created event, use OnInitialized.
*/<00> Begin Play<00>Public/Blueprint/UserWidget.hCalled after the underlying slate widget is constructed. Depending on how the slate object is used
this event may be called multiple times due to adding and removing from the hierarchy.
If you need a true called-once-when-created event, use OnInitialized.BUser InterfaceH<00>/**
* Ticks this widget. Override in derived classes, but always call the parent implementation.
*
* @param MyGeometry The space allotted for this widget
* @param InDeltaTime Real time passed since last tick
*/<00>Public/Blueprint/UserWidget.h<00>Ticks this widget. Override in derived classes, but always call the parent implementation.
@param MyGeometry The space allotted for this widget
@param InDeltaTime Real time passed since last tick<00>Public/Components/Button.h
<00>BUser InterfaceH<00>/**
* Ticks this widget. Override in derived classes, but always call the parent implementation.
*
* @param MyGeometry The space allotted for this widget
* @param InDeltaTime Real time passed since last tick
*/<00>Public/Blueprint/UserWidget.h<00>Ticks this widget. Override in derived classes, but always call the parent implementation.
@param MyGeometry The space allotted for this widget
@param InDeltaTime Real time passed since last tickBUser InterfaceH/**
* Called after the underlying slate widget is constructed. Depending on how the slate object is used
* this event may be called multiple times due to adding and removing from the hierarchy.
* If you need a true called-once-when-created event, use OnInitialized.
*/<00> Begin Play<00>Public/Blueprint/UserWidget.hCalled after the underlying slate widget is constructed. Depending on how the slate object is used
this event may be called multiple times due to adding and removing from the hierarchy.
If you need a true called-once-when-created event, use OnInitialized.BUser InterfaceH<00>/**
2025-10-02 15:47:54 +03:00
* Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
* the setup in the designer and since generally that same setup code is required at runtime, it's called there
* as well.
*
* **WARNING**
* This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
* state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
*
* In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
* PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.
2025-10-02 16:47:55 +03:00
*/<00>Public/Blueprint/UserWidget.h<00>Called by both the game and the editor. Allows users to run initial setup for their widgets to better preview
2025-10-02 15:47:54 +03:00
the setup in the designer and since generally that same setup code is required at runtime, it's called there
as well.
**WARNING**
This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related
state, if you call something that doesn't expect to be run at editor time, you may crash the editor.
In the event you save the asset with blueprint code that causes a crash on evaluation. You can turn off
2025-10-02 16:47:55 +03:00
PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.<00>Public/Components/Button.h
<00>$true<00>!3EC5A0DCF2809036F808A7FC0E4CE09F<00><00>a#[3EC5A0DCF2809036F808A7FC0E4CE09F]!EE4EF72F4EB3EA05D81BBDAA8DB77394 Video Speed<00><00><00><00><00>a#[3EC5A0DCF2809036F808A7FC0E4CE09F]!EE4EF72F4EB3EA05D81BBDAA8DB77394 Video Speed<00><00> <00><00>1(a<00> <00><00><00><00><00><00>h<00>e<>g<EFBFBD><67><EFBFBD><EFBFBD>J<EFBFBD><4A><18>_<EFBFBD>2<1E><00>ô,<2C><><EFBFBD>E<EFBFBD><45>Ge<><65>d<><64><EFBFBD><EFBFBD>tx@<40><>Y6<59><36><EFBFBD><06>"a2g<>M<EFBFBD><4D><EFBFBD><EFBFBD>*0jf<6A><00><><EFBFBD><EFBFBD><00>  <00><00><><EFBFBD><EFBFBD><EFBFBD>
 etrue^AnalogSlider_13BBP_VideoSpeed <09><00><00><><EFBFBD><EFBFBD><EFBFBD>g! etrue^EditorUtilityButton_32BBP_VideoSpeed <09><00><00><><EFBFBD><EFBFBD><EFBFBD><00> ^ Media PlayerBDefault<00><00><><EFBFBD><EFBFBD><EFBFBD><00> ^ MaterialBDefault<00><00><><EFBFBD><EFBFBD><EFBFBD><00> ^TexBDefault<00><00><><EFBFBD><EFBFBD><EFBFBD><00> ^MediaBDefault<00><00><><EFBFBD><EFBFBD><00>&EL<00><18><00><><EFBFBD><EFBFBD>f<00><00><00> <00>-<00><00><00> <00>.<00><00><>*<2A><><EFBFBD><EFBFBD><EFBFBD>.;<3B><>v<>8Qʿ)0<00><>*<2A>