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API > API/Plugins > API/Plugins/PCG > API/Plugins/PCG/Elements
Inheritance Hierarchy
- UObject
- UPCGData
- UPCGSettingsInterface
- UPCGSettings
- UPCGGetPropertyFromObjectPathSettings
References
| Module | PCG |
| Header | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGGetPropertyFromObjectPath.h |
| Include | #include "Elements/PCGGetPropertyFromObjectPath.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGGetPropertyFromObjectPathSettings : public UPCGSettings
Remarks
Extract property from a list of soft object paths.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bForceObjectAndStructExtraction | If the property is a struct/object supported by metadata, this option can be toggled to force extracting all (compatible) properties contained in this property. | |
| bool | bPersistAllData | Opt-in option to create empty data when there is nothing to extract or property is not found, to have the same number of inputs than outputs. | |
| bool | bSilenceErrorOnEmptyObjectPath | Opt-in option to silence errors when the path is Empty or nothing to extract. | |
| bool | bSynchronousLoad | By default, object loading is asynchronous, can force it synchronous if needed. | |
| FPCGAttributePropertyInputSelector | InputSource | If something is connected in the In pin, will look for this attribute values to load. | |
| TArray< FSoftObjectPath > | ObjectPathsToExtract | If nothing is connected in the In pin, will use those static paths to load. | |
| FName | OutputAttributeName | By default, attribute name will be None, but it can be overridden by this name. | |
| FName | PropertyName | Property name to extract. |
Overridden from UPCGSettings
| Type | Name | Description | |
|---|---|---|---|
| bool | True if we can safely cull this node & task if it has unwired non-advanced inputs. | ||
| bool | Derived classes must implement this to communicate that they might have dynamic dependencies. | ||
| bool | CanEditChange
(
const FProperty* InProperty |
Passthrough for the simpler method, to avoid modifying the child settings already overriding this method. | |
| 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. | |
| FName | |||
| FText | |||
| void | GetStaticTrackedKeys
(
FPCGSelectionKeyToSettingsMap& OutKeysToSettings, |
Derived classes must implement this to communicate dependencies that are known statically. | |
| EPCGSettingsType | GetType () |
||
| 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. | ||
| bool | IsPinUsedByNodeExecution
(
const UPCGPin* InPin |
Returns true if InPin is in use by node (assuming node enabled). | |
| TArray< FPCGPinProperties > |