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Struct that will default on @Last (or @LastCreated for previously created selectors).
| Name | FPCGAttributePropertyInputSelector |
| Type | struct |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Metadata/PCGAttributePropertySelector.h |
| Include Path | #include "Metadata/PCGAttributePropertySelector.h" |
Syntax
USTRUCT (BlueprintType )
struct FPCGAttributePropertyInputSelector : public FPCGAttributePropertySelector
Inheritance Hierarchy
- FPCGAttributePropertySelector → FPCGAttributePropertyInputSelector
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPCGAttributePropertyInputSelector() |
Metadata/PCGAttributePropertySelector.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyDeprecation
(
int32 InPCGCustomVersion |
For older nodes, before the split between Input and Output, force any last attribute to be last created to preserve the old behavior. | Metadata/PCGAttributePropertySelector.h | |
FPCGAttributePropertyInputSelector CopyAndFixLast
(
const UPCGData* InData |
Get a copy of the selector, with @Last replaced by the right selector. | Metadata/PCGAttributePropertySelector.h | |
bool SerializeFromMismatchedTag
(
const FPropertyTag& Tag, |
To support previously saved nodes, that used FPCGAttributePropertySelector, we need to define this function to de-serialize the new class using the old. | Metadata/PCGAttributePropertySelector.h |