API

From Augmotic Library

Each page contains the Blueprint Node and C++ equivalent, additional information, and usage examples.

Whether you are looking for a reference, explanation, documentation, or a Blueprint to C++ conversion, we have you covered.





Flow Control

Routes the execution flow depending on the value of the Condition input.
Limits the number of times an execution pulse can occur until it has been reset.
Works like a one-shot condition that can be used in various ways, such as making triggers happen once per round or limiting actions during a loop.
Toggles execution flow between two output paths.
Performs a series of runs for the designated amount of times.
Performs a series of runs for the designated amount of times unless exited early.
Takes a single execution pulse and triggers all connected outputs in order from top to bottom.
Routes the execution flow depending on the value of the Selection input.
Performs an unlimited series of runs until its condition is false.

Events

Called once at the start of an object's lifetime if the current level is ticking.
Called once per frame and has various ways to modify when and even if the tick occurs.

Math

Takes a designated Vector and applies a Rotation to it.

Misc

Performs a boolean function and output the result. These nodes are the blueprint equivalent to Logic Gates.
Accesses members of the corresponding type by separating them into a new node.
Allows you to call a function from the class it derived from.
Returns the option depending on the value of the Index pin. This is similar to Switch, though it varies objects instead of execution flow.

Debugging

Outputs the selected string onto the screen or the log while allowing the look and behavior to be modified.
Renders a visual-only transform gizmo at the selected position and rotation.