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API > API/Plugins > API/Plugins/PCG > API/Plugins/PCG/Elements
Inheritance Hierarchy
- UObject
- UPCGData
- UPCGSettingsInterface
- UPCGSettings
- UPCGDataFromActorSettings
- UPCGGetLandscapeSettings
- UPCGGetPCGComponentSettings
- UPCGGetPrimitiveSettings
- UPCGGetSplineSettings
- UPCGGetWaterSplineSettings
- UPCGGetVolumeSettings
References
| Module | PCG |
| Header | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGDataFromActor.h |
| Include | #include "Elements/PCGDataFromActor.h" |
Syntax
UCLASS (BlueprintType, ClassGroup=(Procedural))
class UPCGDataFromActorSettings : public UPCGSettings
Remarks
Builds a collection of PCG-compatible data from the selected actors.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FPCGActorSelectorSettings | ActorSelector | Describes which actors to select for data collection. | |
| int32 | AllowedGrids | Select which grid sizes to consider when collecting data from partitioned PCG components. | |
| bool | bAlsoOutputSinglePointData | Also produces a single point data at the actor location. | |
| bool | bComponentsMustOverlapSelf | Only get data from components which overlap with the bounds of your source component. | |
| bool | bDisplayModeSettings | This can be set false by inheriting nodes to hide the 'Mode' property. | |
| bool | bGetDataOnAllGrids | Get data from all grid sizes if there is a partitioned PCG component on the actor, instead of a specific set of grid sizes. | |
| bool | bMergeSinglePointData | Merges all the single point data outputs into a single point data. | |
| bool | bSilenceSanitizedAttributeNameWarnings | Silence warnings that attribute names were sanitized to replace invalid characters. | |
| bool | bTrackActorsOnlyWithinBounds | If this is checked, found actors that are outside component bounds will not trigger a refresh. | |
| TArray< FName > | ExpectedPins | Provide pin names to match against the found component output pins. | |
| EPCGGetDataFromActorMode | Mode | Describes what kind of data we will collect from the found actor(s). | |
| FName | PropertyName | The property name on the found actor to create a data collection from. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| EPCGDataType | Override this to filter what kinds of data should be retrieved from the actor(s). | ||
| TSubclassOf< AActor > | Override this to change the default value the selector will revert to when changing the actor selection type |
Overridden from UPCGSettings
| Type | Name | Description | |
|---|---|---|---|
| void | ApplyDeprecation
(
UPCGNode* InOutNode |
Any final migration/recovery that can be done after pins are finalized. | |
| FPCGElementPtr | |||
| FString | Derived classes can implement this to expose additional information or context, such as an asset in use by the node. | ||
| EPCGChangeType | GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | |
| EPCGDataType | GetCurrentPinTypes
(
const UPCGPin* InPin |
Returns the current pin types, which can either be the static types from the pin properties, or a dynamic type based on connected edges. | |
| FName | |||
| FText | |||
| FText | |||
| void | GetStaticTrackedKeys
(
FPCGSelectionKeyToSettingsMap& OutKeysToSettings, |
Derived classes must implement this to communicate dependencies that are known statically. | |
| EPCGSettingsType | GetType () |
||
| bool | If the node has any dynamic pins that can change based on input or settings | ||
| TArray< FPCGPinProperties > | Returns an array of all the input pin properties. You should not add manually a "params" pin, it is handled automatically by FillOverridableParamsPins. | ||
| TArray< FPCGPinProperties > | |||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | PostLoad () |