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API > API/Plugins > API/Plugins/PCG > API/Plugins/PCG/Elements
Inheritance Hierarchy
- UObject
- UPCGData
- UPCGSettingsInterface
- UPCGSettings
- UPCGAttributeCastSettings
References
| Module | PCG |
| Header | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGAttributeCast.h |
| Include | #include "Elements/PCGAttributeCast.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGAttributeCastSettings : public UPCGSettings
Remarks
Cast an attribute to another type. Support broadcastable cast (like double -> FVector) and constructible cast (like double -> float)
Variables
| Type | Name | Description | |
|---|---|---|---|
| FPCGAttributePropertyInputSelector | InputSource | ||
| FPCGAttributePropertyOutputSelector | OutputTarget | ||
| EPCGMetadataTypes | OutputType |
Overridden from UPCGSettings
| Type | Name | Description | |
|---|---|---|---|
| FName | |||
| void | ApplyPreconfiguredSettings
(
const FPCGPreConfiguredSettingsInfo& PreconfiguredInfo |
||
| FPCGElementPtr | |||
| FString | Derived classes can implement this to expose additional information or context, such as an asset in use by the node. | ||
| FName | |||
| FText | |||
| TArray< FPCGPreConfiguredSettingsInfo > | Return preconfigured info that will be filled in the editor palette action, allowing to create pre-configured settings | ||
| EPCGSettingsType | GetType () |
||
| bool | If the node has any dynamic pins that can change based on input or settings | ||
| bool | If there are preconfigured info, we can skip the default settings and only expose pre-configured actions in the editor palette | ||
| TArray< FPCGPinProperties > |