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API > API/Plugins > API/Plugins/PCG > API/Plugins/PCG/Elements
Inheritance Hierarchy
- UObject
- UPCGData
- UPCGSettingsInterface
- UPCGSettings
- UPCGBaseSubgraphSettings
- UPCGSpawnActorSettings
References
| Module | PCG |
| Header | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGSpawnActor.h |
| Include | #include "Elements/PCGSpawnActor.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGSpawnActorSettings : public UPCGBaseSubgraphSettings
Remarks
PCG settings class that allows spawning actors with some options to perform the work more efficiently. Note that depending on the options, any PCG components on the spawned actors can be also generated, which is why this class derives from UPCGBaseSubgraphSettings - it has similar inner-workings to the subgraph node as far as data passing and dispatch go. Note that at this point in time, results from the underlying graphs being generated is not propagated back as results of this node.
Variables
| Type | Name | Description | |
|---|---|---|---|
| EPCGAttachOptions | AttachOptions | ||
| bool | bAllowTemplateActorEditing | ||
| bool | bForceDisableActorParsing | ||
| bool | bInheritActorTags | Warning: inheriting parent actor tags work only in non-collapsed actor hierarchies | |
| bool | bSpawnByAttribute | ||
| EPCGSpawnActorGenerationTrigger | GenerationTrigger | ||
| EPCGSpawnActorOption | Option | ||
| TArray< FName > | PostSpawnFunctionNames | Can specify a list of functions from the template class to be called on each actor spawned, in order. | |
| TSoftObjectPtr< AActor > | RootActor | ||
| FName | SpawnAttribute | ||
| TArray< FPCGObjectPropertyOverrideDescription > | SpawnedActorPropertyOverrideDescriptions | ||
| TArray< FName > | TagsToAddOnActors | ||
| TObjectPtr< AActor > | TemplateActor | ||
| TSubclassOf< AActor > | TemplateActorClass |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UPCGSpawnActorSettings
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | |||
| UPCGGraphInterface * | GetGraphInterfaceFromActorSubclass
(
TSubclassOf< AActor > InTemplateActorClass |
||
| const TSubclassOf< AActor > & | |||
| void | OnBlueprintChanged
(
UBlueprint* Blueprint |
||
| void | SetAllowTemplateActorEditing
(
bool bInAllowTemplateActorEditing |
||
| void | SetTemplateActorClass
(
const TSubclassOf< AActor >& InTemplateActorClass |
||
| void | |||
| void |
Overridden from UPCGBaseSubgraphSettings
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
||
| UPCGGraphInterface * | |||
| bool | When using spawn by attribute, the potential execution of subgraphs will be done in a dynamic manner. | ||
| void | PreEditChange
(
FProperty* PropertyAboutToChange |
||
| void | PreEditUndo () |
Overridden from UPCGSettings
| Type | Name | Description | |
|---|---|---|---|
| FPCGElementPtr | |||
| UPCGNode * | CreateNode () |
||
| EPCGChangeType | GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | |
| FName | |||
| FText | |||
| 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. | ||
| TArray< FPCGPinProperties > | |||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | PostEditUndo () |
||
| void | PostLoad () |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FPCGActorPropertyOverride > | ActorOverrides_DEPRECATED | ||
| EPCGSpawnActorGenerationTrigger | bGenerationTrigger_DEPRECATED |