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Blueprint class to allow to select an attribute or a property. It will handle the logic and can only be modified using the blueprint library defined below. Also has a custom detail view in the PCGEditor plugin.
Note: This class should not be used as is, but need to be referenced by either an "InputSelector" or an "OutputSelector" (defined below). The reason for that is to provide 2 different default values for input and output. Input will have the "@Last" default value (meaning last attribute written to) and the Output will have "@Source" default value (meaning, same thing as input).
| Name | FPCGAttributePropertySelector |
| Type | struct |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Metadata/PCGAttributePropertySelector.h |
| Include Path | #include "Metadata/PCGAttributePropertySelector.h" |
Syntax
USTRUCT (BlueprintType , Meta=(Hidden))
struct FPCGAttributePropertySelector
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Metadata/PCGAttributePropertySelector.h | |||
FPCGAttributePropertySelector
(
const FName InName |
For deprecation purposes. | Metadata/PCGAttributePropertySelector.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FPCGAttributePropertySelector() |
Metadata/PCGAttributePropertySelector.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddToCrc
(
FArchiveCrc32& Ar |
Metadata/PCGAttributePropertySelector.h | ||
bool ExportTextItem
(
FString& ValueStr, |
Metadata/PCGAttributePropertySelector.h | ||
FName GetAttributeName() |
Metadata/PCGAttributePropertySelector.h | ||
FString GetAttributePropertyAccessorsString
(
bool bAddLeadingSeparator |
Returns the accessor part of the selector, with optional leading '.' separator. | Metadata/PCGAttributePropertySelector.h | |
FString GetAttributePropertyString
(
bool bAddPropertyQualifier |
Returns attribute/property name only, with optional '$' qualifier for properties and '.'. | Metadata/PCGAttributePropertySelector.h | |
FText GetDisplayText
(
bool bSkipDomain |
Returns the text to display in the widget. | Metadata/PCGAttributePropertySelector.h | |
FName GetDomainName() |
Metadata/PCGAttributePropertySelector.h | ||
FString GetDomainString
(
bool bAddLeadingQualifier |
Returns attribute/property name only, with optional '@' qualifier for domains. | Metadata/PCGAttributePropertySelector.h | |
| Metadata/PCGAttributePropertySelector.h | |||
| Metadata/PCGAttributePropertySelector.h | |||
EPCGExtraProperties GetExtraProperty() |
Metadata/PCGAttributePropertySelector.h | ||
FName GetName() |
Return the name of the selector. | Metadata/PCGAttributePropertySelector.h | |
EPCGPointProperties GetPointProperty() |
Metadata/PCGAttributePropertySelector.h | ||
FName GetPropertyName() |
Metadata/PCGAttributePropertySelector.h | ||
EPCGAttributePropertySelection GetSelection() |
Getters. | Metadata/PCGAttributePropertySelector.h | |
void ImportFromOtherSelector
(
const FPCGAttributePropertySelector& InOther |
Metadata/PCGAttributePropertySelector.h | ||
bool ImportTextItem
(
const TCHAR*& Buffer, |
Metadata/PCGAttributePropertySelector.h | ||
bool IsBasicAttribute() |
Convenient function to know if it is a basic attribute (attribute and no extra names) | Metadata/PCGAttributePropertySelector.h | |
bool IsSame
(
const FPCGAttributePropertySelector& Other, |
Metadata/PCGAttributePropertySelector.h | ||
bool IsValid() |
Return true if the underlying name is valid. | Metadata/PCGAttributePropertySelector.h | |
void PostSerialize
(
const FArchive& Ar |
Metadata/PCGAttributePropertySelector.h | ||
bool Reset() |
Metadata/PCGAttributePropertySelector.h | ||
bool ResetExtraNames() |
Metadata/PCGAttributePropertySelector.h | ||
bool Serialize
(
FArchive& Ar |
Metadata/PCGAttributePropertySelector.h | ||
bool SetAttributeName
(
FName InAttributeName, |
Metadata/PCGAttributePropertySelector.h | ||
bool SetDomainName
(
FName InDomainName, |
Metadata/PCGAttributePropertySelector.h | ||
bool SetExtraProperty
(
EPCGExtraProperties InExtraProperty, |
Metadata/PCGAttributePropertySelector.h | ||
bool SetPointProperty
(
EPCGPointProperties InPointProperty, |
Setters, return true if something changed. | Metadata/PCGAttributePropertySelector.h | |
bool SetPropertyName
(
FName InPropertyName, |
Metadata/PCGAttributePropertySelector.h | ||
FString ToString
(
bool bSkipDomain |
Returns qualified attribute/property name with the accessors. | Metadata/PCGAttributePropertySelector.h | |
bool Update
(
const FString& NewValue |
Update the selector with an incoming string. | Metadata/PCGAttributePropertySelector.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static T CreateAttributeSelector
(
const FName AttributeName, |
Convenience templated static constructors. | Metadata/PCGAttributePropertySelector.h | |
static T CreateExtraPropertySelector
(
EPCGExtraProperties ExtraProperty, |
Metadata/PCGAttributePropertySelector.h | ||
static T CreateFromOtherSelector
(
const FPCGAttributePropertySelector& InOther |
Metadata/PCGAttributePropertySelector.h | ||
static T CreatePointPropertySelector
(
EPCGPointProperties PointProperty, |
Metadata/PCGAttributePropertySelector.h | ||
static T CreatePropertySelector
(
FName PropertyName, |
Metadata/PCGAttributePropertySelector.h | ||
static T CreateSelectorFromString
(
const FString& String |
Metadata/PCGAttributePropertySelector.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
operator FName() |
Metadata/PCGAttributePropertySelector.h | ||
FPCGAttributePropertySelector & operator=
(
const FName InName |
Metadata/PCGAttributePropertySelector.h | ||
bool operator==
(
const FPCGAttributePropertySelector& Other |
Metadata/PCGAttributePropertySelector.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PointProperty_DEPRECATED | EPCGPointProperties | Metadata/PCGAttributePropertySelector.h |